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Year 2 Month 09 Day 27 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] Redemption Denied (sort of) by Alex Macfarlane Smith (1998) I discovered PSX Doom pretty late , in 2016, so I'm not nostalgic about it. Moreover, the custom maps from it are so memorable that I almost forgot everything about this totally unchallenging boss map. As a standard IOS map, you obtain every weapon possible and you're stuffed with lot of ammo but the only demonic forces you"ll encounter are a floak of barons and a pair of Spider-Masterminds. The execution is clumsy as the SMM automatically infight with the hell nobles and the arena is so oversized that it's not possible to be hit unless you really want to (I'm exaggerating a little). The scenery is equally unimpressive due to the symmetric architecture and overall darkness. In short, this may well have been one of the easiest boss maps I've ever played, and I think that even with a PSX controller in your hands, the map is a breeze to complete. Grade : C- (8/20) [2] Vector Deth Pak I by SiNGE (known in reality as the humble Nick Bousman) (1996) 6 industrial-themed levels designed for Deathmatch . They are particularly marked by their intricacy due to the very condensed layouts and the numerous mechanisms which both amuse and disorient. The maps contains a lot of doors, teleporters, hidden closets and some quirky sections like rooms that turn completly dark, rooms full of of perpetually moving elevators or weird invisible sectors, showing a certain knowledge of the Doom engine from the author. Moreover, the navigation is laborious because the layouts turn out to be crampy and for a moment it turns ridiculous in map 03, as you can fall into small ravines filled with harmless slime, and it's not even a mistake on the part of the mapper, as you can get out! Most of the maps also include a number of barrels so careless shootings can quickly result to a suicide. At last, the wad contains a soundtrack and the music are discreet enough to create a laid-back atmosphere. I think "Vector Deth Pak I" might be right for players who are looking for maps that aren't particularly balanced, but rather full of interaction to create plenty of surprises. [3] Mini-Pak2 Wad by Tom Sanner (Mr.DooM) (1996) Another old pack of DM maps I visit today and, contrary to the previous one, it features arena-focused maps with a wide variety of themes. =Almost all the maps revolve around a central section crowned by a detailed ceiling that lets in the light and overlooks a pretty blue sky. If you want to see more infos about this wad, just check the LONG text I copy-pasted just above. [4] Outpost by Jack the Ripper (2009) A generic brown fortress under a generic name. Actually, there was an attempt at creating something at least a bit unique because Jack the Reaper imported a new cloudy twilight sky. It's not really well converted, but it helps to make the experience a little more mystical.The wad also contains a rather quiet midi, which fits with the low monster count. However, Outpost is a brief adventure, easily completable in less than 5 minutes even if you not rush. and the setpieces are rudimentary without being puke-inducing. Let's just say it's very bleak, with metal, brown and gray, much like you'll find in the HR2 maps for instance. I appreciate the lo-fi Doomcute with the big toilets, the air duct that gives access to the blue key or the "safe" with the yellow key. More generally, the map is simple and appreciable, but nothing remarkable. Grade : C (9,5/20) [5] carnal.zip (1995) A first baby map I already played in Month 4 Day 17 (1st september 2021). Here's my first review : "Well, I accidentally exited the level while randomly humping some walls. I found it not bad for a first baby map. i can say that the author definitely liked shotgunners and hidden doors. The first door you open reveals you a room full of shotgunners. I had fun killing them. Aesthetically , I have nothing to say , it's so random. I've seen better "my first maps" but also a lot worse !" I launched prboom+ this time in order to try killing the 93 monsters and finding the .... 23 secrets ! But as my first playthrough, I eventually pressed the exit switch by accident again. Anyway, the secrets are meaningless as they're stick to together and seem to be randomly placed. As I mentioned in my first review, the level design of this map is extremly random and so there's no real highlight worth mentioning. I did enjoy eliminating a few shotgunner troops, but you have to remember that carnal doesn't really have anything to offer. Grade : D+ (7/20) [6] The Entertainer by Marcel "GUMBY" Ray (1996) An unremarkable DM map I already explored in Month 3 Day 28 (8th August 2021). Here's what I said : "A dark DM level where the "arena" is a rather large body of water. Not bad for a second map , but still forgettable as well as many 90's DM maps. The author put the effort to use a new midi track instead of D_Runnin (which is actually just Doom 2 map 07 music) as well a new statbar. Kill the few monsters you can meet and exit this map." I launched prboom+ this time in order to seek and kill the 28 weak monsters hiding in it. I didn't feel entertained at all. Sidenote but I don't know why so many Deathmatch mapmakers of the 90's overestimate so much their creation. "Awesome Deathmatch level"? Seriously dude... You got too big for your boots. [7] al-i-en.zip by Dan Nelson (1996) If you love the Aliens TC and you wish for a buggier version of it , al-i-en.zip is for you ! I launched all the files with crispy-doom and the monsters sprites acted like crazy. There's a showcase map but extremly ugly and there's no exit by the way. al-i-en.zip belongs in the trash can. I fell out of a vehicle in MOTRHOME.WAD and ended up dying on the road.
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For my part, I think Darkwave's maps ruin the "3 Heures d'Agonie" trilogy for me. Not because they're bad , they're masterfully crafted for maps made in a few hours, but their size and difficulty don't fit in with the spirit of the three wads in my opinion. When I play this serie without mods, I often skip the Darkwave maps because they create a big gap that I don't feel like crossing.
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Year 2 Month 09 Day 26 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] POD.WAD (Pit-O-Doom) by Edward E. "Doc" Brown (1996) I missed a lot of content in this map because of the simple fact I found a secret blue key unlocking the "secret" exit. Indeed that map has two exits and the normal one is placed way further in the map. Nevertheless, I think I've played enough to know what comes out of it. It's a typical multi-themed underground base in which each section is not necessarily ugly, but the whole lacks cohesion.The combats are rather engaging as the author placed quite a lot of monsters and I like how lot of hidden doors can be easily noticed on the automap and finding those reward the player with powerful weapons (SSG, Plasma gun) or power-ups (megasphere, soulsphere) I had a pretty good time in those 6 minutes, but don't expect anything remarkable otherwise. Grade : C (9,5/20) I challenged myself to kill 100 monsters in Fire Fight but the 42th one killed me (it was a revenant)
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Year 2 Month 09 Day 25 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] Dreary Hauler (v1.1) by @pbuyle (2023) I think the author quite underestimates himself by qualifying this spaceship as "unremarkable". Indeed, it uses custom textures from "Retro Texture Pack" which I didn't know its existence until now and those resources help making this futuristic base feeling new by itself. Those new textures are more colorful than the IWAD ones. I would even say they look a bit "toony" or at least, it's the kind of resource pack I would find in Minecraft for instance. Nevertheless, as a gzdoom-compatible map, this map includes a certain number of special effects and the most noticeable one is the greenish and yellowish ambient fog that wash out the colors. Add to that the bipping sounds from the computers and you're now immersed inside a spaceship ! To say that the ship is abandoned is a lie if you don't take demonic forces into account. More or less 100 enemies reside in it but most of them are low-tiers and therefore it results to a very accessible map. Two viles will spice up the exploration but you can easily cheese them by the way. However, all the enemies must be killed because the map is crampy or even a little asphyxiating because of the corridor-heavy layout. All combats are closequarters, and it would have been nice to have a little more room to move here and there but I still appreciate all the efforts put on providing non-orthogonal shapes and these act in favor of the futuristic theme because high variety in shapes is a trademark of modern map design. Overall, It would be an exaggeration to say that this map was an unforgettable experience, but it's far from unremarkable: it uses a new texture pack that I've never seen in Doom, and above all, it's well designed and fun to play, whatever the mood. PS : I noticed a high number of slime trails. I suspect nodebuilding issues in this map. Grade : B (14/20) [2] under2.wad by shane ward (2000) Where to start? This is a long for sure. It costs me 30 minutes of my life and I will ask idgames to refund me. under2.wad is a cavernous journey but in the ugliest form you can imagine. 80% of your chore will consist to tap the "move forward" key inside dark and extremly narrow paths and kill the random enemies blocking you way. Honestly, I met some nazis, what do those guys do here ? It's not the biggest problem of the map anyway. The author has added a load of new textures and sprites, mostly coming from Heretic and Quake, but unlike many wads, these new additions make me hate this map even. They serve no purpose and don't improve the visuals at all. These randomly imported textures and disgusting sprites replacements make me feel even more uncomfortable, because nothing is in its place. And damn, the metal midi music is so annoyingly upbeat and unmatching with the theme of the map that I was at the point of shutting it off. I strongly suspect this map to be a stupide joke because every resource annoys and uneases me. The only "strong points" of this map are that the author has been very lenient with the ammunition, and the level is so linear and poorly interconnected that in the end you don't get too lost. Those things drastically reduce the pain you may have playing this map. I want to do a special mention for the dumb room populated by three cyberdemons that you can easily peek-a-boo with your SSG. Another tolerable element lies in the exterior sets, which are by far the "best crafted", but no matter, under2.wad was one of the worst finishable levels I could review for the er/iwa. Pure disgusting stuff. I feel dirty, like I've sold my soul. Grade : F (3/20) I stop here for today.
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Year 2 Month 09 Day 24 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] Dan0's crack pipe by Erik Alm @Erik(2003) Well, this is a quite ordinary tech-base designed for Deathmatch but coming from one of the monuments of Doom's History, the visuals are delicious. I'm fond of those curvy stairs, soft lightings, heavy usage of beige and light gray textures and the spaciousness. No wonder why it won the mapping contest because I felt very cosy while navigating in it. I didn't expect The Depths of the Catacombs to be a Terry wad at all.
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Year 2 Month 09 Day 23 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] GODLESS 2: The Smacky Chronicles A Berry Creek Software Production by Chris Bilski and Blain Newport (1997) Most of them are industrial-themed and contain some monsters in case you're alone. "Godless 2" is a sharper DM wad than what you usually obtain on idgames : the layouts are fluid and heavily interconnected and the visuals, while definitely belonging to the "old-school category" are very consistent in each map. The authors also have the sense of detail because all the instant lifts are marked with a red arrow for instance. Godless 2 also add some custom sounds in order to increase the fun : if you pick power-ups, which are a berserk pack coupled with a blursphere most of the time, you"ll hear Simpsons shouting "I'm invincible !" or you'll scare your opponents with a great "AAAAAAAAAAAAAAAAAAAAAAAH!" if you shoot with your BFG, The wad has no music though, but the themes chosen match with the stock midis anyway. [2] Obituary by Wes Burd Jr (1999) First thing, I have to confess something terrible : I didn't beat this map in a legal way. I didn't use cheats no, no, but I used several speedrunning tricks because I didn't manage finding any mandatory keys. It was so tempting and easier to perform some guided glides between those spaced out bars. Anyway, I still killed 77% of the monsters and found 55% monsters so I explored a considerable portion of the map and therefore I'm able to write a small review about it. "Obituary" must not be confused with the The Innocent Crew's megawad holding the same name. That file just consists to a single map taking place in a large and symmetrical mansion built with marble. Despite the identical rooms and structures, the careful texturing and the spaciousness of the places make this map a pleasure to navigate. The combats are trivial and the abundance of supplies, specifically about rockets and spheres drastically reduce the risk of dying. However, I still recommand you to "solve" the small puzzle which just consists to shoot two small red switches in order to unlock the SSG and the backpack in order to reduce the grindiness. Because yes, this map contains a certain number of hell nobles before getting the RL. There's also a secret plasma gun available near the beginning but you really need a keen eye in order to notice it. Despite being not fond of hiding the keys like that, this map initially made in the late 90's has a certain number of qualities. If you know where to go, it's a very relaxed map to play. Grade : B- (12/20) [2] MAZE1.WAD by Jeff Cochran (1994) I already played that map but somewhere, and even not for the ER/iwa. This map figures in a compilation made by Nathan Lineback called "MEGAWAD.WAD" (what a name!), that I played 3 years ago. In the compilation, there was a secret exit because the map occupied the E1M3 slot. However, MAZE1.WAD, as many other releases from the same year, just consists to a single-map replacing E1M1 and having no custom resource. As the title indicates, the small brick maze represents the main gimmick and the central area of this map but it's not large or complex enough to get lost in. It therefore rather acts as a hub, leading to small sections. The short duration of this map works in its favor, as it contains nothing exciting. Making the labyrinth bigger would have just made the chore worse. As a training map, the result is really decent, and the visuals haven't been neglected all that much, as can be seen from the light gradations in some places. But even as a shovelware enthusiast, the appeal of this map is very limited. Grade : C- (8/20) [3] Caesium Rift by @Sikreci(2023) It's always refreshing to stumble upon on a wad using a totally new set of textures (OTEX here) or/and being recently release. Caesium Rift sends you in a ravine which have been transformed to a wasteland by the dumping of nuclear waste. This is a medium-sized map housing The gameplay is overall pretty orthodox so expect a traditional adventure map as you can find in Eviternity for instance : for all audience with a tolerable dose of challenge and and big landscapes in a way that makes us feel small. Whereas I can't categorize "Caesium Rift" as a hard map, I strongly advice you to look at least a bit for the secrets because, for my part, the only green armour I found was tucked in a small secret closet and surviving in close-in battles without armor becomes way more fear-inducing and hazardous. Armors are just one of the best items in Doom and Sikreci was sadistic enough to hide them in secrets (unless I'm wrong). The strong point of this map resides in this scenery, while not incredibly detailed compared to other OTEX maps I played, put a lot of emphasis on tall architecture. The strong point of this map resides in this scenery, while not incredibly detailed compared to other OTEX maps I played, put a lot of emphasis on tall architecture. And honestly, that's perhaps what I like most about OTEX: its propensity to allow you to create imposing environments without having to use a ton of linedefs. IWAD's textures are much harder to use on large scales. And at last there is an odd thing about the music file. It's in in ogg-vorbis format, but it totally sounds like a midi music, as if the author wanted to choose a particular soundfont, perhaps to accentuate the sense of a place set apart. The music conveys this delightful blend of action and exploration. In any case, I can easily recommend this map if you're looking for wads using OTEX. This map exudes a certain magic despite the use of "dirty" textures in beige or khaki green. Grade : B (14/20) [4] strooper.zip by Philip (1994) I will not bother my head launching it in Doom as the file just contains lot of gifs files so there are a few images above just to see what it looks like. For real Star Wars fans, so not for me. [5] Sisters of Mercy Doom v1.0b by Nick Giles (1997) If you don't know what is "Sisters of Mercy" is a band you're bound to have heard at least in midi format if you've played Scythe 2. Indeed, the first piece of music in this pack is the one used in map 01 of Erik Alm's megawad. This is a rock band and Erik proved their music could fit with gothic-themed levels. However, I don't doubt for a second that other themes might be suitable! Still, you won't get very far with these four midis, and the first tune is, in my opinion, the best. [6] Traffic control by @deathbringer (2003) I didn't play the others submissions for doomcenters but I easily understand why the author came 14th. Traffic control is a limit-removing Ultimate Doom map which "will probably run with vanilla though" according to its author. I used Crispy-Doom but the simplistic level design tells me it could run on the EXE without problem. Indeed, whereas the level is too pretty and "polished" to compare it with the atrocities released in 1994, the level design nevertheless remains well below than what the original IWAD can offer, mostly because the layout is corridor-heavy and obtaining the keys provides no satisfaction as the level is so short and unchallenging. Most of the areas cruelly lack of features, the most blatant part resides in the HUGE corridor populated by a horde of pinkies you can effortlessly defeat with your shotgun. This section also shows how the author lacked skills concerning in matter of interconnecting rooms. This is the biggest flaw in this map in my opinion. For a contest, this map is clearly inadequate but otherwise it's an tolerable if unremarkable Ultimate Doom map. I'd add half a point for the doomcute forklift. Grade : C (10/20) [7] Polly by Eric Brandel -=(Funny3)=- (1996) "The Best Wad Ever"? "Great Arena"? Seriously dude it's just a large square made with starting including some lowerable pilllers with ammo and items on them. The addition of the midi rendition of "Polly" by Nirvana is a nice choice though. I just believe this IOS map from Hell Arena: Hell in a huge demon pit is impossible to finish.
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Bleedthrough [RC1] - vanilla DOOM 1 three-episode WAD
Roofi replied to Jayextee's topic in WAD Releases & Development
Here are the videos for the remaining maps of the second episode, E2M9 included, I managed to find the secret exit this time and damn this puzzle is unforgiving! Good thing I saved ! The quality is still there, but I have to admit that I have a slight preference for the first episode. It's just a matter of taste, I guess, as I'm generally more attracted to tech-bases than pure hell maps. In any case, I'm quite impressed by the size of some of the areas, especially E2M9, even if the battles in it weren't thrilling. I was expecting to crash at times, but that wasn't the case. About E2M8, I expected to be really annoyed by the gimmicky last fight but at the end it was really fun and I even managed to do a sort of reality run. "self-applauds" Otherwise, I haven't detected any bugs. Let's see the last episode now... -
Bleedthrough [RC1] - vanilla DOOM 1 three-episode WAD
Roofi replied to Jayextee's topic in WAD Releases & Development
Actually, my question about secrets only concerned the display on the intermission screen, since the game displays 0% when the level has no tagged secrets. Apart from that, the original Doom doesn't include stats in game, so whether secrets are tagged or not doesn't matter to me. And for my part, I also like to include unmarked secrets in my maps. In fact, my recommendation is to put at least one tagged secret in each map so that the counter at the end doesn't screw up. I admit, I tried to provoke this VPO by opening doors and running to the corner, but that's how unwanted VPO can accidentally be triggered. >:) -
Bleedthrough [RC1] - vanilla DOOM 1 three-episode WAD
Roofi replied to Jayextee's topic in WAD Releases & Development
I attacked the second episode, here are the videos of E2M1 to E2M4. E2M4 was played on HNTR due to saves issues. I'm still enjoying this wad a lot, the quality doesn't decrease ! Nevertheless, I was able to find a few HOMS (check at 0:31 of the video) and trigger a VPO in E2M2 (check at 16:18) It took me a while to find my way around E2M3, but I understand that the puzzle aspect is more important than the combat itself, because the spectres are very easy to kill, perhaps a little too easy. In any case, "Ghosts" is one of the most striking maps so far, and I appreciate the atmosphere created by the absence of monsters. As for the E2M4 map, I know I've been playing in easy mode, but perhaps a few extra monsters wouldn't go amiss. Nevertheless, the "before/after" corruption concept is well executed. -
Year 2 Month 09 Day 22 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] Scanning Electron Microscope by Paul Corfiatis @pcorf (2007) If only "SEM" could have been at least a little longer because I started getting addicted to it thanks to the careful work brought on the lighting, the pretty hectic battles against the small hordes of zombies and imps with the SSG and the doomcute computer with its cosy blue chair. This microadventure may be just the thing for a coffee break, but if not, you'll be left wanting more. SEM also contains a music from 2002ADO, which fit with the ambiance. Grade : C+ (11/20) [2] 8-Bit Sound. I wanted to call it NES Sound or something more accurate like that ... by Gilbonga Gobinga. No, I don't believe it either. (2002) If you wonder how it sounds like in game, I recorded a one-hour video the last year, just for fun. Anyway, nothing too exotic, if you have some video game culture, you know how 8-bit sounds like. I just didn't have the time to breath in as the enemies Doom Must Fall (Single Player Version) instantly beat me up to death.
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Bleedthrough [RC1] - vanilla DOOM 1 three-episode WAD
Roofi replied to Jayextee's topic in WAD Releases & Development
And here are the videos for E1M5 to E1M8. I just have no complaint to do despite I "have" to play on HNTR for E1M7 due to save issue because of map size and/or ennemy count. This wad is meticulously crafted and it's probably one of the most polished Ultimate Doom wads I played recently. I really appreciate this clean use of Doom 1 textures, for a "classic"-oriented wad, as well as all the detailing. The red and black section in E1M7 is truly original and eye-catching, by way of example. For the final map, the idea of crushers is particularly sadistic, and the monsters that emerge from their "cell" towards the end look a bit like the credits in Doom II, where you can see the entire bestiary used. Interesting stuff! The only question that comes to mind, however, is why aren't all the secrets marked as such? I don't have a problem with that, but the lack of secrets means I always get 0% if I'm playing in vanilla. And on the contrary, some ports will always show 100% even if you haven't found any. -
Bleedthrough [RC1] - vanilla DOOM 1 three-episode WAD
Roofi replied to Jayextee's topic in WAD Releases & Development
A vanilla compatible Ultimate Doom Megawad? I'm here ! I played the first four maps on DOOM.EXE and I can say it's awesome so far. The combination of stock textures and spatial sky gives me strong "Base Ganymede" vibes. The visuals are catchy and all maps play smooth thanks to the roomy layouts. Maybe it's me or you're very skilled at hiding secrets but I sucked finding them. I failed reaching the secret exit in E1M3. The combats are also way spicier than the original Doom. The instant-teleporting imps seems to become a running gag in this wad ! They can be really dreadful for reckless players. In terms of difficulty, even if I died once in E1M4, E1M3 is the hardest map so far because of the tight ammo and health balance and the fact the armors are hidden in secrets. Concerning E1M4, it's my favourite for now, I really like the non-linear progression involving platforms to raise in order to create a sort of path. So, i didn't know what to expect after launching this wad but now I can say this is high-quality stuff in the Ultimate Doom scene. If the quality remains constant, Bleethrough will deserve a mention for cacowards 2024 from me. In terms of bugs, I fortunately spotted nothing for now. Here are the videos for E1M1 to E1M4 (without E1M9) -
Which custom monster have you seen most often in various WADs?
Roofi replied to LukeGaming's topic in Doom General
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Played on DOOM.EXE Very fun and explosive Ultimate Doom pseudo slaughter map rich in details and monsters. There are a lot of barons, and that's a risky choice considering how unpopular they are nowadays, but I've had a lot of fun knocking them off with the RL! This map is tougher than the usual UD map mostly due to the high monster density and the cramped layout but the last combat was really easy. The secret soulsphere helped a lot surviving most of the battles in the warehouses. Fortunately for you, I spotted no bugs, good job. But I would recommand to make the teleporter at 8:20 a little harder to reach because it's easy to escape from the combat, particularly by accident. NB : I like the addition of Doom 2's brown sky. I've never seen mappers do this for UD until now.
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Year 2 Month 09 Day 21 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] Knee Deep in Phobos by @Sniper109 (2009) Doom just celebrated its 30th birthday and I think it's time to play one of the countless "Doom 1 revisited" kind of projects. That one is boom-compatible and heavily inspired by "Knee Deep in Zdoom". It has 9 levels as the first episode of UD. "Knee Deep in Phobos" also contains some dehacked changes. The plasma gun had been replaced by a rifle which is mightier than the shotgun. Each shot costs 10 cells. The 7th slot is now occupied by an automatic assault rifle which corresponds more or less to a nerfed chaingun. This weapon quickly becomes useless as you can still obtain the chaingun in this wad. As a tribute to the most known episode from Doom series, "Knee Deep in Phobos" uses its soundtrack and its mountainous sky. However, this wad also belongs to the "Doom 1 meets Doom 2" category because Sniper incorporated the bestiary and some of the textures from DOOM2.WAD. It's supposed to make the game harder but I don't think so. I'll elaborate a little later. Strangely enough, it's easy to spot Plutonia influences here and there. This is particularly evident in the outdoor settings, which are more "terrestrial", with brown caverns and rocky landscapes, as well as vegetation-filled passages. Sniper 109 also used Plutonia textures from time to time. Knee Deep in Phobos revisits Doom through new layouts, but the most familiar sections remain recognizable (e.g. the zigzag bridge from E1M1). On the other hand, Sniper brought his own style and I can say the new versions of the maps play less fluidly because the layouts are more blocky and cramped and more interconnected by doors. Moreover, it contains a high dose of trims and borders as Sniper also draws his inspiration from Kdizd. The addition of new details is welcome, but I feel that the work is rather uneven, as some of the outer areas are really empty. Except Map 04 which was built by Zero-X, a mapper I never heard about, Sniper's maps are really uneventful and the last maps tend to get easier because Sniper has succeeded in creating fewer traps than in the original iwad. Despite the addition of some mid-tiers, the remake of E1M6 is strikingly easier compared to the original. As a result, this wad may seem boring to some, but I don't think so. Nevertheless, don't expect thrilling battles - we're very close to the original Doom. The fourth, which was not created by Sniper, is a bit tougher, as the ammunition balance is much stricter. For some reasons , Sniper didn't mark secrets in his maps. Despite the automap renders 0/0, every map has its secrets, and some are truly gratifying, if not totally over-the-top. As an exemple, you'll be stuck with the pistol for a long time in map 01 if you don't find a secret shotgun behind a secret door. A secret allows you to obtain blue armor, a soulsphere and lots of ammunition in E1M6, which is far too much for a map with only 100 enemies, mainly populated by low-tiers. In conclusion, I don't think that "Knee Deep in Phobos" manages to surpass "Knee Deep in Zdoom" for visuals and "Knee Deep in the Dead" for gameplay and layout construction. However, it remains an enjoyable and easy-to-play tribute. I think the maps could have been more interesting if they'd been a bit more "muscular", but I'll never complain about an easy wad. Grade : B (13/20) [2] STRENGTH.WAD by Joel Lucsy (2005) I mostly agree with the only idgames comment written about this map made in 1994. It's pretty decent. Indeed, despite being short and unthemed, STRENGTH contains the bare minimum of a what a classic Doom level should have : a bit of exploration, some little traps to keep on your toes and visuals that are at least a little meticulous, as seen here in the gradations of light. About the combats, shotgunning gang of shotgunners nevet get old so I spent a good time. Nonetheless, this map remains extremely out of date compared with what's available today. Grade : C (9/20) [3] rapping lyrics for doom part 3 by zach karpinski, better known as mr. corruption (1996) If you're too addicted to rap and want implement it in Doom, it's for you. It replaces few sounds from the games though. You'll probably need part 1 and 2 so but youtube or spotify exist nowadays. I tried to survive in the cavern of Friendly Pain Elemental, with almost no ammo and medkits.