Year 3 Month 03 Day 28
I play until I die or intentionally stop. I don't comment the wad where I died/stopped.
[1]Fort 1 byMartin Mirejovsky alias Duke (2005)
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Single-map wad. See pribeh.txt (included in the zip) for information and story (in Czech).
A single vanill-compatible Doom II map that was originally created in 2002 but uploaded in the archive 3 years laters. The title is quite misleading because it consists of a hi-tech complex instead of fort. However, Duke built this area like a stronghold as it's deeply hidden under the ground. The 1-minute long fast elevator located near the end of the map attests how profound this base is situated. The fact you're unable to see the light of the sun in whole complex makes me feel like in a dungeon from a medieval-themed RPG and therefore in a fortress somehow.
"Fort 1" doesn't last long but the long dark tunnels and large rooms considerably extends its size. I like how the machinery makes this map more lively, such as the moving crushers in order to simulate some engines. Expect some doomcute too ! The hangar where you can find the yellow key is full of spaceship that you unfortunately can't pilot. By the way, why the hell those vehicles figure in an underground bunker?! I ask too much questions...
Still, in spite of the cuteness, the overall atmosphere of the map is dark and grim so I used the midi from Doom 2's map 10. The sprawling halls and corridors also remind me of TNT evilution maps, adding to the sense of adventure. I sometimes like it when the interconnectivity isn't too marked, although in this case, it means going back and forth to get keys.
And at last, Fort 1 is a cool classic adventure thanks to its accessible difficulty.But one trap in particular nearly gave me a heart attack! I'll let you find out for yourself instead of spoilering. However, after this passage, which is more frightening than difficult, the level becomes a walk in the park, where it's difficult to see your armor and health drop below 100, and where all your arsenal can be obtained while the opposition is mainly made up of zombies. I might have appreciated a little more challenge, like a few hordes of mid-tiers appearing by surprise to justify the possession of my BFG or my numerous rockets.
In any case, I'll always be fond of these undemanding low-key vanilla-compatible adventures using only Iwad assets.
Grade : B (14/20)
[2]The Hunting Grounds byAaron M. Fisher (1996)
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Doom 2 PWAD
The aim of this level is simple: Simply hunt down and frag your opponents.
A flat arena made of connected corridors so I guess players have to play cat and mouse between each other. The weapons are scattered accross the map but their respective ammo are centralized around them. The players must take damaging paths if you want o recover health and above all, not blow themselves by the many barrels place in the map. A smart player could shoot barrels in case opponents approach them too much.
[3]G50.WAD byUnknown (2005)
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A location with subway. Great design!
It's the third time I play this Doom II conceived in 1994. I played the first time in Year 2 Month 11 Day 16 (13th April 2024) and the second time inYear 3 Month 01 Day 08 (15th november 2024) , Here are my former reviews:
"A quite impressive Doom 2 map created in 1994 attempting to realistic subway station.
You start in a grand hall and I love how the light textures are used to make windows. Moreover, it's pretty rare to see such megastructures in very old wads. Once you cleaned the first area of its guards, you have to explore the subway's tunnels in order to recover several keys. Contrary to the spawn area, the representation of the tunnels is designed in the most epurated away, probably due to technical limitations. There are even not rails but for a reason I don't know, many tunnels transform to giant crushers once you cross them.
Unfortunately despite the large size of the places, this map is short, easily completable under 10 minutes. The arachnotrons and the Spider Mastermind roaming among the tunnels don't pose much threat so don't expect more than mundane combats.
But in the end, this map remains a small gem among the wads designed in 1994, thanks to its rather successful attempt to create a realistic location, without falling into the classic "My house" or "My School" style."
"I launched prboom+ this time in order to try killing the 46 monsters and finding the .... 14 secrets ! But, I eventually pressed the exit door by accident as it was unmarked. I found one secret but the level remains so unchallenging that it's pointless to look for them. Moreover, you get a megasphere at the same time you obtain the yellow key, that completly neutralizes all the challenge. The Mastermind guarding them can be killed from a long distance by the way.
I will keep my grade of a B- because I adore the attempt to create a pseudo-realistic place and the usage of light textures in order to create windows is ingenious for a late-1994 level."
Nothing else to say, except that I found what consist those 14 "secrets" : it's a hidden staircase which each stair was set as secret by accident. Completely pointless but still a nice map for 1994.
Grade : B- (12/20)
I stop here for today.