No rest, No Peace 2 authored in Enjoy this little blast from the past. It's only January 1st but this may be the best map you play all year! September 24, Using my Tardis, we go back to to investigate StationX September 20, Continuing my wish to highlight maps from the past, I present for your playing pleasure "Powerbase".
Eric reviewed a map Called Poison Hub which was released in January of this year. While his review doesn't scream Cacoward, or anything. It looks like it's worth a play. March 5, Moonbase review for Doom 2 Click on the pic! Maihama Station for doom 2 Click on the pic! Bob - Doomdate Hexen is a trademark of GT Interactive. Heretic is trademark of Raven Games. All game logos are copyright their respective owners.. All Reviews are copyright of Doom Wad Station and their respective reviewers.
No reviews or descriptions from reviews may be reprinted without permission. Screenpics are likewise the property of Doom Wad Station and cannot be reprinted without permission.
All wads, maps and mods created by Bob Larkin aka Sematary are not to be redistributed under any circumstances without the express permission of the author. If anyone wishes to use the resources available on this website, permission must be obtained by emailing the author of the website, unless said works were not created by Doom Wad Station or granted exclusive right to Doom Wad Station and are in the public domain.
Doom Wad Station is not liable for works which utilize resources that are considered copyright infringements unless the owner of Doom Wad Station that's me is notified, in writing, that such infringement has occurred.
In that event, said copyrighted information will be removed immediately upon a review by the owner me. Under NO circumstances should downloadable files or images be directly linked to on or by another website.
All links should point to the respective pages where downloads are available. December 1, Making history! Show all files. Uploaded by Swizzley on November 3, Internet Archive's 25th Anniversary Logo. Search icon An illustration of a magnifying glass. User icon An illustration of a person's head and chest. Few levels have more than monsters. But don't expect things to be easy all the way through, as Episode 1 slowly escalates the odds and privileges tricky fights against few strong enemies in tight arenas.
You're not going to start facing major opposition until Map 11, Sneak Peek. This early map gives you the perfect example of Scythe shedding away its early sensibilities and shows you how ruthless the WAD can be and how important it is to be prepared for anything. The spawning arch-vile cavern represents the first true challenge of the level pack. Episode 2 slowly prepares the player for the end game of the WAD. The monster counts get much higher, the stronger enemy types like revenants, mancubi and barons of hell become more prevalent and levels get a little bigger, but not by much.
A seasoned veteran can get through the first 20 maps or so in roughly 2 hours or so. One thing about the WAD that should be addressed is that while the early levels do tend to be on the simpler side, the combat scenarios still are very interesting on the grounds that the Super Shotgun is nowhere to be found until Map 15, and even then you'll only get it on your way to the secret maps.
This does change the way you'll approach encounters, giving weapons like the chaingun, shotgun and plasma rifle their chance to shine. Episode 3 sends you to Hell and this is the episode where everything breaks loose and where the map set will actively cull the weak. No more mercy is to be had. Before Episode 3, you met a single Cyberdemon in the whole map set and he appeared in Map Starting from Map 22, there'll be at least a Cyberdemon in every level and fighting multiple of them at the same time goes from a surprise to being the norm.
If a level's monster count is low at any point from now on, expect all of them to be revenants, arch-viles, barons and Cyberdemons. Armors go from being scattered everywhere to being hidden away from you and impossible to get. It becomes truly important to understand the merits of monster in-fighting and how your weapons work and the best scenarios to use them. Otherwise, you'll never survive Map 26, which is a tiny, yet ruthless map where enemies will immediately jump you at the start of the map and where the intensity never lets go until they're all dead.
But as chaotic things seem to be, everything seems in control. The only reason this mappack gets 4 stars is its ending stretch, which doesn't gel right with the rest of the WAD to me. Map 28, Run From It, made the most memorable Doom levels list for a reason.
It's a neat concept for a level, where you must finish the level fast enough as otherwise you'll die. But the execution just doesn't work. The level itself is really boring and just involves strafe running through mostly empty hallways, trying to race "It" to the end before it kills you. The final stretch with the arachnotron blocking the exit is infuritating as this is where you need all your attention, but your screen just becomes red pudding as "It" is in the process of killing you.
Map 29 suddenly expands the scope of the WAD and offers its take on Doom 2's Downtown it's even got that arrow on the ground telling you where to go! Map 30, Fire and Ice, is slaughter gameplay with a heavy Revenant seasoning.
Think of Go 2 It but about 3 times the size with 3 times the monster count. Half of this monster count is revenants a whopping revenants, no matter the skill level you play at! These encounters are just boring and mindless to me, as you just spam rockets and BFG shots on them with little thought.
With some luck, you can make them infight with something else, but it's not always possible. This level also doesn't implement difficulty settings in a way where lesser players will have fun with the level, playing on HNTR or ITYTD will remove about half of the arch-viles and cyberdemons.
But ironically, these removed cyberdemons could have been useful to you in the level for infighting purposes so it doesn't feel like an even trade. The only plus of this map is that the Icon of Sin is nowhere to be found. Some of the id Software staff have revealed that they were impressed by some of the WADs; John Carmack later said the following about a Star Wars -themed modification:. Seeing how someone had put the death star into our game felt so amazingly cool.
I was so proud of what had been made possible, and I was completely sure that making games that could serve as a canvas for other people to work on was a valid direction. Another particularly notable early modification is Aliens TC see below in the conversions section , based on the movie Aliens.
Even though WADs modified Doom by replacing graphics and audio, the amount of customization was somewhat limited; much of the game's behavior, including the timing and strength of weapons and enemies, was hard-coded in the Doom executable file and impossible to alter in WADs. DeHackEd, a Doom editing program created by Greg Lewis, addressed this by letting users modify parameters inside of the Doom executable itself, allowing for a greater degree of customization.
Around and , WADs were distributed primarily through BBSs and via CD collections found in computer shops or bundled together with instruction guides for level creation, while in later years InternetFTP servers became the primary method for obtaining these works. Although the Doom software license required that no profit be made from custom WADs, an id Software member claimed to have taken some measures against distributors of CD-ROM compilations of WADs, [4] some WAD sets and shovelware bundles were nonetheless obtainable for a price at certain outlets.
At the time, id Software was working on their next game, Quake , using new technology, but started projects picking up the most talented WAD makers from the Doom community to create official expansions and to compete with the unauthorized collection CDs.
Additionally, various first-person shooter games released at the time used the Doom engine under a commercial license from id Software, as such essentially being custom WADs packaged with the Doom engine.
An example is the release, Hacx: Twitch 'n Kill. In addition to the many people who contributed to commercially released WADs, various authors became involved with the development of other games:. Around , interest in Doom WADs began to decline, as attention was drawn to newer games with more advanced technology and more customizable design, including id Software's Quake. On December 23, , id Software released the source code to the Doom engine initially under a restrictive license; on October 3, , it was released again under the terms of the GNU General Public License.
0コメント