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The /newstuff Chronicles #463

  • EW DOOM 0 - Ericson Willians
    Doom 2 - ZDoom Compatible - Solo Play - 16945716 bytes -
    Reviewed by: joe-ilya
    Three short and compact levels made by a newbie. The maps really reflect the newbieness and one of the maps even crashes, take note and play it with GZDoom or something.

    Maps often have some weird sights as expected from a newbie. But otherwise the map are fun and indeed real simple as well.

    The reason the wad is so heavy is because there are three MP3s.

  • Dominic - Memfis
    Doom 2 - Vanilla - Solo Play - 132515 bytes -
    Reviewed by: scifista42
    Once again a short MAP01 by Memfis, requires requiem.wad as a texture resource. Requiem is apparently one of Memfis's favourite classic megawads, and he took inspiration from it. Dominic is brown base corrupted by hell, with layout turning and wrapping around itself and very linear progression. You'll visit both indoor and outdoor areas. Detail feels classic-like, and there's a relatively high amount of it for a vanilla level. Minimum challenge and only basic enemies, appropriate for an opener type of map. Forgettable, but give it a try if you like classic wads.

  • Tayutayu - Memfis
    Ultimate Doom - Limit Removing - Solo Play - 113439 bytes -
    Reviewed by: scifista42
    Here are two short maps for Doom 1, by Memfis. They're good looking techbases set in space, moderately detailed, but simple in structure (roughly in Doom's E1 spirit, but without any theme or texture restrictions E1 has). E1M2 is longer and more elaborated than E1M1, and it's the better of them. E1M1 is just a very short opener, though nice. Easy difficulty - however, I died in E1M1 once, ambushed by three sergeants in a dark room while low on health. Both maps feature pretty good action music tracks. There are custom space sky and textures with a UAC logo that has been changed to UA - I guess it stands for Ukrainian Army or something, because the textfile speaks about an Ukrainian space station. Good Doom 1 stuff - play it.

  • Requimem - Memfis
    Doom 2 - Limit Removing - Solo Play - 113235 bytes -
    Reviewed by: scifista42
    This time, Memfis decided to remake the first two maps of a classic megawad requiem.wad. These maps require requiem.wad as a texture resource, and REQMUS.wad for music. Memfis used similar texturing, weapon progression and a couple architectural/gameplay references in his remakes, but crafted out whole new well-structured layouts to explore in his own nice style. Both maps involve varied terrain and revisiting areas more often than Requiem itself, which makes them interesting. They maintain the classic feel well, look and flow okay. They're too short, easy and simple, but ideal for quick fun anyway. Either if you see them as a Requiem tribute or as original maps on their own, the maps work well.

  • Xana - Memfis
    Doom 2 - Limit Removing - Solo Play - 80968 bytes -
    Reviewed by: scifista42
    Xana is a small vanilla techbase map by Memfis, with (kind of) an unusual difficulty curve. The beginning is a little hectic because of an archvile, but actually isn't that hard; you get a soulsphere, so you should be able to survive the archvile's blast 2 times before he kills you. Just don't run in a panic and expose yourself to even worse threat - that's what the author wanted you to do! Interesting way to set up difficulty. There are a few other tough parts, but not that bad if you advance carefully. No slaughters and minimum of traps; you'll often encounter a mixture of low and (a few) high tier monsters. Be sure to find your way to Radsuits before rushing into the tunnel shown in screenshot three. The map has linear progression with several side paths at first, but gets interconnected later. Looks good, with some nicely shaped structures. A couple areas are cramped, but shouldn't be annoying. The wad includes several custom textures. Also a new music track, which doesn't feel Doom-like, but is pretty good nonetheless and sets up a fast tempo. Quite enjoyable little map, but you must not get discouraged by its start.

  • Together - Memfis
    Doom 2 - Limit Removing - Solo Play - 71343 bytes -
    Reviewed by: scifista42
    Memfis made this as a birthday map for birthday of The Green Herring and himself (February 16th, in 2014). He also claimed that he got inspiration from a 1995 wad Escape from Devil's Island. Typically for Memfis's wads, oldschool vibe is present, but not in a bad way at all - quite the opposite.

    This is a city themed map, nonlinear and open ("sandbox"), with multiple walkways over water which covers the entire bottom of this map. Flows well and is fun to explore. Involves a lot of height variation to climb up/down, and non-difficult jumping over gaps. Moderately challenging gameplay, while well manageable for casual players. A couple tougher monsters are thrown in, as well as groups of low-tier / mixed monsters, but nothing shouldn't give you a big trouble if you play cautiously and look around yourself. Map looks good and has a new sky and music. Pleasant experience, as Memfis's maps usually are, and as birthday maps usually are - try it.

  • mm2mem01 - Memfis
    Doom 2 - Limit Removing - Solo Play - 70466 bytes -
    Reviewed by: scifista42
    Short MAP01 by Memfis, requires to be loaded along with mm2.wad as a texture resource - yes, Memento Mori II, the classic 90's megawad. This map was probably inspired by it. It's very short, and very easy; two chaingunners are the biggest foes, so be careful and don't let them perforate your back (like almost happened to me). Looks nice with all those MM2 textures, and flows well too. In its simplicity, it features relatively lots of detail, height and light variation. There's nice new music for the map, title screen and intermission. Overall the map feels like an oldschool classic in a good way (yes, this description fits many of Memfis's wads). Play it - not for challenge, but to recall good old wad classics and have fun with a nice Memfis map.

  • Continue - Memfis
    Doom 2 - Limit Removing - Solo Play - 68226 bytes -
    Reviewed by: scifista42
    Relatively small map by Memfis. Distinctly inspired by oldschool wads: Semi-realistic design elements (example: dig-site railway), unorthodox texturing and other choices, cheerful fast-paced music. Looks more than okay, though, and plays well. It's compact and semi-linear in progression. Certain parts involve movement over platforms / little ledges, which I found fun. There's a gimmick with an invisible blue key lift, and a pointless room with all coloured keycards even though you don't need them. A secret area is hidden in quite an unique way, too. The map mixes low tier with high tier enemies; overall the difficulty turns out to be easy, as long as you're careful. You always get appropriate amount of ammo and weaponry. Good map for quick fun, recommended.

  • Max Saga: Escape from Skull Dungeon v1.2 - Mike MacDee (Impie @ Doomworld)
    Doom 2 - Limit Removing - Solo Play - 66112 bytes -
    Reviewed by: JudgeDeadd
    A fairly short and easy (at least on HMP) but relaxing level where you need to escape a mad scientist's dungeon, avoiding the outcomes of his hideous experiments (read: revenants). Ammo is a little tight at the beginning, so you'll give that berserk fist a workout (going mano a mano with revenants can feel really satisfying). The visuals are above average; the brick-and-marble parts look really good, but the techbase parts are a bit more messy and less attractive. The architecture provides ample cover, and the gameplay for the most part is intuitive and doesn't rely on switch hunt. There aren't a lot of funky mapping tricks and the like, but the blue key trap is pretty cool and unexpected.

    Overall, I'd say this is a good level for when you're bored or tired and want to unwind.

    Completing the map took me 13 minutes.

  • New Trava - Memfis
    Doom 2 - Limit Removing - Solo Play - 55714 bytes -
    Reviewed by: scifista42
    Once more we have a short map by Memfis. Feels like a quick speedmap. Plays and looks okay, but it's like if Memfis stopped working on detailing before he finished it. Maybe it's intentional, maybe Memfis didn't want to bother with the map anymore; anyway, the result (as it is) works well. Vanilla compatibility is spoiled by some multi-patch middle textures, so you need a limit removing port; the author recommends PrBoom-plus -complevel 2.

    At the beginning, there's an interesting gimmick: platforms with zombies fall from the sky. The map features several exercises involving movement and leaping over gaps - both secrets are based on this idea in a certain way, and I find them clever. The map is compact and well structured and has optional places to visit. It's relatively easy; you should only be cautious about the last two enemies before the exit. A little crazy music plays in the background, but it fits the map well enough. Not a bad experience at all - Memfis is a talented guy at mapping, and you won't regret checking his work out.

  • icarumem - Memfis
    Doom 2 - Limit Removing - Solo Play - 39192 bytes -
    Reviewed by: scifista42
    Icarumem is a single small map that requires to be loaded with ICARUS.wad for its new textures and music. Takes place in and around a small "space" base on an unknown planet (covered by moon-like rocks, soil, and grass at the same time). Outdoor areas have low ceilings and use stock and custom textures creatively, which reminds of oldschool-styled wads, but only in a good way. Visuals are actually pretty nice - simple, while not bland. The map is easy and pleasant to play, just with minor tricky gameplay setups that shouldn't be very challenging - even the archvile encounter should be manageable by unskilled players with relative ease. Good (simple) experience.

  • Ultrawad - Memfis
    Ultimate Doom - Limit Removing - Solo Play - 30459 bytes -
    Reviewed by: Preliatus
    Ultrawad!

    A wad by Memfis.

    Approaching 7AM local time, I've decided to scratch off one wad before I meander off to sleep while all of the crazy people in my neighborhood groan, and head to work.

    While having an "ultra" song by a band named MSI stuck in my head, I decided this ultrawad would be a nice ultra to compliment it. While the design stays true to Episode 2's design, it is a quick four-minute romp.

    After starting on UV, and experiencing the challenge: ammo and health sprinkled lightly on the map, opposition of mostly zombies, and imps. I think I saw one Cacodemon, and a pinky here or there. I ultimately died in front of the exit door, without the required key.

    Instead I bumped it down to HMP and had less of a hassle. The level is spacious and hellish at the same time, retaining a techbase in a hellish castle feel at times while remaining challenging.

    I recommend this a look over and a playthrough; it's a short, but fun map.

  • Apocalypse - Damson
    Doom 2 - Vanilla - Solo Play - 97989 bytes -
    Reviewed by: Zulk-RS
    It's a single map wad that replaces Map 21 (Nirvana) of Doom II. You can play this map 1 of 3 ways:

    1) Pistol start (Hard way)
    2) Play all previous maps and power-up (Long way)
    3) Use IDFA (Cheater's way)

    I chose ways 1 and 3 because I was pressed for time. It's a really confusing map with good difficulty. I got lost for over an hour! The review of this wad can be summed-up into one sentence: too many revenants!

    This wad isn't a total waste of time as the designs are pleasing to look at. It really feels like a factory that was built in hell. It does have a HOM bug though. Overall, I'd say this wad isn't a total waste of your time, but if I were you, I'd look for something better.

  • Rublev2 - Rublev
    Doom 2 - Boom Compatible - Solo Play - 61418 bytes -
    Reviewed by: Preliatus
    Rublev is a short, switch-hunt puzzle that requires the textures from Community Chest 4 to display properly. If you neglect that requirement, the level will be checkered.

    You will be in a small square room covered in hidden switches, and a pointless room filled with barrels.

    If you enjoy confusing switch hunts this map is for you, or if you're looking for a few minutes to kill. The highlight of this map was the tunnel with chaingunners, which triggered the exit door to open.

    My verdict? Pass.

  • Abyssal Speedmapping Sessions: Session 6 - Various
    Doom 2 - Boom Compatible - Solo Play - 937741 bytes -
    Reviewed by: Tuxlar
    Another 2-hour speedmapping compilation mapset. As usual, pistol starts recommended for each map (idclev cheat, -warp parameter, or 'map' command in the in-game console). No theme this time; instead, a choice of three custom monsters was to be used, instead:

    1. Rocket Zombie: Exactly as it says on the tin.
    2. Afrit: Flying, fiery baron torsos that hurl spam waves of manc and rev projectiles. Can one-hit you at hull health/armor.
    3. Arachnophyte: Flying, weaker spiderminds, I guess.

    Things of note for each map:

    1. Map 01, "Hot Fudge", was pretty boring and easy, but nothing is really wrong with it. Outdoors volcanic-type theme with some indoors areas.
    2. Map 02, "J-Pad's Space Pad", is more interesting, with a nicely flowing, spacious layout, competent tech-base theme, and some fun battles (particularly the last, but I don't know how that flying spammer managed to sneak up on me at the "J-Pad"...)
    3. Map 03, "Angst", is also interesting, opting for nicely-staged, specific monster encounters more than classic wandering+fighting. Features a nice gothic-flavored theme. The end fight will teach you the meaning of cover-based combat; don't count on circle strafing those afrits!
    4. Map 04, "Purposefully Misaligned STARTAN2" (!), is a short and simple sweep through a... strangely-themed compound of some sort. Another, separate use of a letter J motif to be found, also coupled with its own rude encounter.
    5. Map 05, "Never got a name for this one Matty boy", is a Quake-ish castle-type theme, again going a bit traditional in layout, challenge, and progression. Nothing to complain about.
    6. Map 06, "The Tale of Sir Dimension", uses a "dimension shift" gimmick that lets the map change into a hellish version of its initial tech base theme. Progress is a standard room-to-room affair, otherwise. A bit boring, with a sudden shift midway to being an unwelcomingly tough nut to crack. Pretty sure this one is not balanced properly; the archvile room completely burned out my ammo. SotN music was unpleasantly loud on my end, also.
    7. Map 07, "The Devil's artist wields a chainsaw"... yeah, definitely one of the more interesting challenges, to be sure (bet you can't guess what weapon you'll use!) There seems to be some awareness of the survival-challenged nature of rocket zombies put to use, I think, along with several other strange, tricky encounters. This map can be handled with some smart execution, but will punish you for anything short of that!
    8. Map 08, "Alfonzo Gets A Sex Change, Undoes that Sex Change, and Then Battles Concrete" (!!!), throws us into a tiered, open, tech base hub/arena map. Most of the challenge seems to begin and end with getting the right manner of infighting with the spidermind, but expect some enemy reprisal towards the end. Not sure if there was a glitch involved, but there seemed to be a large cache of monsters that never got to enter the fray...
    9. Map 09, "A series of poorly made decisions" (yep), seems like the first notable, regular use of rocket zombies, but the map didn't much hold my interest. Features a series of large, bland, mixed-theme rooms with assorted, mostly-skippable projectile-heavy monsters. The puzzle sequence towards the end killed my last shred of enjoyment, though.
    10. Map 10, "Hate Your Life"... well, time to get out the save scumming and speedrunning, I guess. I'm not even sure if the slaughter fighting is winnable, to be honest, so you pretty much have to avoid it... somehow (protip: don't get cornered in the start room!) Features a hellish theme that almost seemed to be going somewhere. BFG arrival too little too late.
    11. Map 11, "MAXIMUM". Must see.

    Verdict: Worth playing, with some exceptions.

Let me guess; one of those reviewers doesn't know how to properly appreciate a WAD that you liked this week. Want to do something about it? Instead of complaining in the comment thread like you always do, perhaps you can make a difference and write some better reviews than those idiots up there. The /newstuff Review Center is the place to do so. Put that Doomworld Forums account to constructive use, because you need one to submit reviews.