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  • Ralphis

    Vinesauce Mapping Contest

    By Ralphis, in News,

    Vargskelethor, of the video game streaming site Vinesauce, is hosting a Doom level editing contest. Contest entries are eligible to be submitted from August 29 through September 9th. The contest will feature three prizes that will be awarded based on "effort". The prizes are:
    1ST: 200$ Steam game(s) of your choice + Personally signed DOOM I disc with case (sent to you!)
    2ND: 100$ Steam game(s) of your choice
    3RD: 50$ Steam game(s) of your choice For a full list of rules and information, visit the announcement.

    Bloodshedder
    DUMP Episode 2: Dump Harder - TerminusEst13 (et al)
    Doom 2 - Single Player - ZDoom Compatible - 70.97 MB -
    Reviewed by: gaspe
    With the intention of getting better at mapping, TerminusEst13, after he involved some friends, decided to actually try to do something: make a speedmap, and then polish and refine it later. The first episode of DUMP (Doom Upstart Mapping Project) was born. After seeing that the result was successful, and after the suggestion of making the project open, the second episode of DUMP started, and signups were opened in the forums. 17 levels were made for the first episode, but the second one received 68 maps.

    The main goal of the project (like the first episode) was to encourage newbies to make a complete and playable map, going for Zandronum/ZDoom compatibility (you can also shiver at the idea of more than 60 ZDoom maps made by newbies, but we'll talk about that later). Actually, a few people who partook had some experience mapping already, but the majority of the contributors are first time mappers, or didn't map very much before.

    The main level of the wad is a big hub where we can choose what map to play; each map has a preview screenshot near and a teleport to get into the map itself. Pistol starts are enforced, and once a level is completed it can't be played anymore. There's a boss map to end the wad that's unlockable after you beat a number of levels, a number that changes according to the difficulty level. The boss battle and the ending were really funny, I must say.

    As you can expect, like the average community project, this wad is varied in quality, themes, and isn't a consistent product at all; in the end it's a collection of totally unrelated maps. And if you look at the big picture, the variety is even more prominent here; while some people went for the more classic themes/styles/gameplay, others tried to do things quite different from the usual. And the ZDoom features were used rather well in all the wad; there weren't obnoxious or ridiculous usages, aside from few stealth monsters in a couple of maps. Two guys also made two maps with invasion-type gameplay, where they didn't succeed well. Also there's a lack of jokewad stuff; the only map I felt had some good humor in it was MAP13: The Shores of Heck, and every time you start a map you can briefly read a funny quote from the author. But otherwise the tone is mostly "serious". Also, having a soundtrack composed mostly of MOD tracks was a nice touch for the mood of many maps.

    Lets make some shoutouts to what I think are the best offerings of this wad:

    -MAP19 Lack of Depth Perception: it's a bit rough sometimes actually, but the gameplay was really fun.

    -MAP25 Welcome to Hoppishi Temple!: quite reminiscent of Epic/Epic 2 for the theme and the style.

    -MAP28 The Volcanic Oasis: basically it's a volcano, and it's done rather well.

    -MAP30 Valley : a really cool setting of a dam-like complex, has a cool adventurous feel.

    -MAP45 The 4th dimension: it does quite well with its floating structures.

    -MAP48 Green and Purple (the first half): this one was really good, though the section of the monsters waves was very underwhelming.

    -MAP51 Crowd Control: cool complex of buildings.

    -MAP52 Temple of Waves: nice usage of stock textures for making the particular setting.

    -MAP57 Black Metal Fortress: some interesting custom textures in this one; it's long and sprawling, but it was also a nice adventure.

    -MAP59 Price of Failure: maybe the gameplay isn't exactly great, but the atmosphere sure is.

    This bunch of maps: 07, 23, 24, 26, 31, 36, 37, 43, 46, and 53 did a good job too, though I didn't think they were as successful as the others; nonetheless, many of them are really interesting. On the opposite side of the spectrum, there are these maps: 14, 16, 39 and maybe the secret one; those are the worst maps of the wad, though they aren't really different from the average bad map you can find on /idgames. For all the other maps I didn't mention, they are just average maps; they didn't have anything really interesting, but they weren't terrible either. There are two not very good trends in this mapset: awful pistol starts, and uninspired cyberdemon final battles. Pretty much almost all maps start with making you using the pistol against imps and zombies; the problem is that on many maps this drags for too long. Even worse, many times you will have to fight barons, hell knights, revenants, and even mancubuses with a shotgun and chaingun only; the good weapons come really late. Sometimes the balance of monsters/health/ammo doesn't seems very right, like if the map wasn't tested very much. And the cyberdemon battles for the most part seemed unnecessary.

    Overall, despite having some low moments and being a mixed bag in quality, I enjoyed this wad. There aren't outstanding maps, but with the ZDoom stuff the authors managed to make many really interesting things, and I think that the general result is good. It's cool to see many new people trying, and now DUMP 3 is currently in development I guess. There's some stuff that's worth checking out here, though you have to dig a bit.

    Woodlan School - Unknown
    Doom 2 - Single Player - Vanilla - 116.13 KB -
    Reviewed by: Csonicgo
    Imagine: it's the mid-nineties, you're in high school, and you've carried with you the shovelware Doom CD you snagged at the local computer store. You discovered the packaged map editor for Windows the night before. So when no one's looking, you rush to the computer lab. You install it, set it up, and realize you have opened Pandora's box. Hooray! You can make levels now! Infinite replay value!

    So, naturally, what will your first real map be? Why, your school, of course! Then upload it with the brand-new Internet thingie, so everyone can see it!

    That sounds like a recipe to get the feds at your door today, but before two morons decided to shooty-shooty-bang-bang, schools were prime targets for a kid with a map editor. And why not? It's a place a kid would know well, it's orthogonal, there isn't much height variation, and what's cooler than seeing your own life in a video game?

    The problem with that question is the answer. It's usually not very... good. Don't get me wrong, the notion that you can replicate real-world structures in Doom is a very compelling one. But gameplay-wise, is it worth it?

    Alright, enough terrible introduction - this is a map of someone's high school. Jack Thompson has nightmare boners about these kinds of levels. After all, a school in a "murder simulator" is just asking for trouble... post-Columbine. But before? No one gave a fuck about it. So go wild!

    And then you load it up and start a new game and... Oh. PA High this ain't. Lighting is nonexistent. The only plus is that it shows how massive the structures can be in Doom. This is a huge map... on the surface. Dig a little deeper and you notice it's very, very dull. It's not for lack of trying, it's just that some schools don't make for good levels. Schools in America are very utilitarian. Some were built during the Great Depression with blueprints normally used for prison camps. But all that aside, this school does not a good map make. Just a bunch of hallways, few open areas, and a lot of rooms with one monster or nothing in them at all. What a load.

    So the gameplay is: Run into room. Kill things. Go to the next room. Kill more things. Go to the--yeah. It was about fifteen rooms in that I felt like a disgusting mass murderer, even though they're demons and this is a friggin' video game.

    Highlights are: a very dark gymnatorium, a cafeteria (with NOTHING in it but a few barrels to simulate trash cans), a courtyard filled with pinkies, and a little "locker room" area. There's even a public speaking room. I know 'em when I see 'em. And, everyone's favorite: teleporter stairs to another floor! They even went as far to model the outside of the school to simulate that you, indeed, are on the second floor. Cute.

    The only "tough" area was the start, because of mid-tier monsters near the start area. But you're given a super shotgun. The only time I had any challenge is when I loaded up deathz0r's OMGWPNS and set the monster multiplier to 4. Ow, my ass.

    Speedrunners will love this one: the exit is on the other side of the map, and you don't have to enter the school - just run around it and hit the switch. So that means you're supposed to go inside and kill everything, then go outside and "exit". PROTIP: before you play, make sure your manifesto is ready to go!

    So why did I review this abomination? Why did I actively look for this and submit it to the /idgames archive? Well, it was one of the first maps I downloaded. Ever. So I have a little bit of affection for this map. Yes, I know, that sounds awful. Given that most of the maps I liked to play in the 90s were school maps, I really wonder if I was supposed to be the insane guy who lost it in high school with a sawed-off. What the hell is wrong with me? Was I just too lazy?

    This map was unknown for quite some time. I still can't remember where I downloaded it the first time. Mad Butcher on Doomworld Forums was gracious enough to find a copy of it and send it to me, and for that, I am grateful. Another terrible map enters the archive, and I couldn't be happier. It's a shame that the map isn't as good as I remember, when I would godmode all the time and play with the arrow keys.

    You can skip this one, but I have a strange attachment to it. This is a time capsule for me, so check it out, if only to see what those "first" maps were like. Maps like these aren't made in the current era, unless you consider LA Worlds maps as qualifiers!

    Mutiny Monday - Nabernizer
    Doom 2 - Single Player - ZDoom Compatible - 355 KB -
    Reviewed by: gaspe
    Mutiny Monday is small episode for Doom 2 with four maps. I guess that it's one the first works by this author by many things; the chaotic and not very polished visuals and the overabundance of ammo and monsters just smell of amateurism, though there are many interesting things. Strong point is that it seems that there's a clear idea behind this wad for a more story-driven progression, even if for a few maps. We start in a techbase that guards a teleporter, then we make a small trip to a flesh cave, then to return to big and sprawling hub-based techbase. The last level combines the IoS with a Spiderdemon for a boss fight. Overall the levels have the usual themes and use the stock textures with some wacky attempts at realism sometimes. Combat and visuals are not always really good, but the music selection was well done. It's an interesting wad with a quite nice adventurous vibe.

    The Grim Fortress - Subucnameth
    Doom 2 - Single Player - Boom Compatible - 156.67 KB -
    Reviewed by: gaspe
    The Grim Fortress is single level for Boom-compatible ports. The theme is classic hell fortress, and the map looks quite nice even though it's also really uninspired. It would have been fine if the gameplay wasn't so boring. There aren't many monsters actually (less than 100 on UV), and they are all mid-tier ones, but the problem is how the combat is made: flat shooting galleries with the SSG as the main weapon. Although the level is all right from a technical standpoint, I don't have any reason to recommend this slogfest.

    Vents - Born to be Mild
    Doom 2 - Single Player - ZDoom Compatible - 69.97 KB -
    Reviewed by: gaspe
    Vents. Like the title says we have to go through few vents, and crouching is required. After the initial rooms where the author at least tries to do something, the map gets progressively bad and becomes more bland as you proceed. At one point the author himself literally tells us that "that part was rushed"; I would say all the map is rushed. Very basic visuals and combat. It isn't something that is worth trying.

    At Warehouse Station - greyscale83
    Doom 2 - Single Player - ZDoom Compatible - 110.18 KB -
    Reviewed by: gaspe
    At Warehouse Station is single ZDoom map. The layout is quite compact and the places are almost cramped, though they didn't feel annoying. Visually it is good; there's a nice amount of detail, and the station (with a train too) is well done. Gameplay will have some nice traps and it will also use restricted places. This is a good standalone level overall.

    UACWarehouse - Born to be Mild
    Doom 2 - Single Player - ZDoom Compatible - 329.38 KB -
    Reviewed by: Not Jabba
    UAC Warehouse is a basic beginner techbase level that tries to throw as much as possible into too little space -- you get six different guns to fight just 60 monsters, and you have to find three keys to get through a handful of rooms. It doesn't feel like there's a whole lot of rhyme or reason to it all, but the author has done a decent job with the fundamentals -- there is little texture misalignment, no bugs, some light variation, and some semblance of a layout. Wall textures are sometimes used as doors, which is annoying, though at least it's pretty obvious where they are.

    The wad has a couple of modified guns: a reskinned, slightly more powerful pistol, and an assault rifle that replaces the chaingun. The latter has a recoil that pulls your gun barrel up whenever you shoot but doesn't correct itself after you stop shooting, making the level annoying to play without a full 3D mouselook setup. There's also a suicide bomber enemy, although only three of them appear in the level, so they don't add much.

    It's a decent first try, but don't expect too much.

    Ring of fire - Thomas Nijman
    Doom 2 - Single Player - ZDoom Compatible - 13.58 MB -
    Reviewed by: Liberation
    Ring of fire, a ZDoom 12-map wad made back in 2006, featuring ACS scripting and Decorate monsters. Brilliant.

    Over the twelve maps I only enjoyed map05, and "enjoy" is probably pushing it. The fact that you jumped out of a window and into the street made me smile, and I liked the air vent system also, which was cool.

    However, the rest of the wad was rather hard work, with scripted cut-scenes (that suck) which you can't skip, and a lot of the levels have rather strange layouts and sometimes you can miss areas (which isn't the end of the world), get lost, get bored, not find keys, or all of the above.

    Monster placement was straightforward, predictable, and dull. The overpowered extra monsters just cheesed me off; some of the monsters just filled the screen with projectiles, and to be honest, I just put it on god mode after awhile.

    I did see a few good ideas here and there; the Build engine-style wall explosions I liked, and a few decent(ish) uses of slopes as well.

    I do not recommend this map set. It's just hard work, very dull, and the storyline was total tripe.

    Computer Mayhem - Carlos Lastra
    Ultimate Doom - Single Player - ZDoom Compatible - 66.35 KB -
    Reviewed by: gaspe
    It's a single level that replaces E1M1. Visuals and gameplay pretty much offer what you would expect from an E1 map. The overall detail is really well done, and it has some nice touches that give a more "modern" look while remaining really close to the classic E1 style. The gameplay was really good, and you'll find the same nice characteristics of a good E1-styled level. Overall it's a good Doom level; if you particularly like E1 stuff, be sure to check this out.

    The Late Train (Night Train updated) - Sgt. Ender (aka enderkevin13)
    Doom 2 - Single Player - ZDoom Compatible - 397.39 KB -
    Reviewed by: gaspe
    The Late Train is the updated version of Night Train, and both are single GZDoom maps. I didn't recall playing the previous version, but if this is supposed to be better, I don't really want to see how it was before. Train levels were done before, and much better than this one. There are unnecessary cutscenes and a message when we die tells us that... we have died. You also have a time limit of four minutes to beat the level, and it hasn't a great purpose as the the train is very short. A shit map isn't a shit map without its crappy cyberdemon battle at the end. Avoid, unless you really want to see how to make a poorly designed train level with GZDoom.

    The Secret Hangar - greyscale83
    Doom 2 - Single Player - ZDoom Compatible - 197.53 KB -
    Reviewed by: gaspe
    It's a single ZDoom map for Doom 2. It's set in a mountain base where we have to find a way out, and the map does it quite well. The environments are all well-detailed, and here and there you can see some of the special features of ZDoom that are used rather well. You can also admire a cute spaceship at the end. The action was quite good, with a fair use of tough monsters and some traps. This is a very solid level with many interesting things, and it provides some good fun.

    Another Bad Map - ButterflyGirl
    Plutonia - Single Player - GZDoom - 20.63 KB -
    Reviewed by: gaspe
    Another Bad Map, it's the title of this level and a fitting description of what it is. Some randomly shaped rooms crammed with monsters, and that's all. There are no reasons to play this map.

    HAZCHEM - Ashicide
    Doom 2 - Single Player - ZDoom Compatible - 27.15 KB -
    Reviewed by: Not Jabba
    Hazchem is the author's first map, and it's a very small and simple techbase. The whole level has just a few rooms with a total of 26 monsters, almost all of which are Zombiemen and Imps, so it's not super interesting. On the plus side, it's fully playable and has no major bugs or texturing problems that I noticed, so the author is off to a pretty good start.

    There are some weird things going on with this level, though. The keys are pretty pointless from a design standpoint, since they're so close to the doors that require them, but the author was probably just trying to learn how to use keys, so whatever. There's a secret that requires you to walk through a solid-looking grate, as well as a door that opens up into a pile of impassable boxes for no particular reason (also, you can open the door from the other side, without the key that it's supposed to require, by pressing on the boxes). The map requires GZDoom because of some kind of error, not because it actually uses the port's features, and as homework, I would suggest that the author figure out what's up with that before making another level that ought to function in vanilla Doom.

    In short, it's a pretty decent first try, but not much of a level unless you're just looking for a way to kill two minutes.

    The /newstuff Chronicles is a usually-weekly roundup of new items uploaded to the /idgames archive, and it is written entirely by community members like you. If you wish to contribute, the /newstuff Review Center is the place to do so. Register on the Doomworld Forums first if you don't already have an account, because you need one to submit reviews. Special thanks goes to the nearly 300 users who have submitted reviews over the past several years.

    Doomkid
    ZDaemon Thursday Night Survival #263 - Urania (Part II)
    Date: August 25th, 2016
    Euro session: 19:00 BST/14:00 EDT at SDA, Germany (usually lasts over 6 hours)

    Zandronum Friday Night Fragfest #337: Blackrose CTF & DBAB+Realguns Advanced TLMS
    European FNF: August 26th, 2016 18:00 UTC
    American FNF: August 26th, 2016 20:00 EDT

    ZDS #469 - Paul's Deathmatch Part II
    Date: Saturday August 27th, 2016
    Euro: 19:30 BST / 14:30 EDT
    USA: 01:00 BST / 20:00 EDT Head over to the Multiplayer forum for discussion about clans, multiplayer WADs, match scheduling and other fun events. Happy fragging!

    Coraline
    The 3DGE Team has released v2.1.0-Test2 of the source port, which fixes a lot of long-standing bugs, and adds a few new features. The release comes with both Windows and Linux binaries. The changelog is available here. The 3DGEWiki is also a great resource for modders who want to learn how to use the engine, or end-users who need additional support.

    Doomkid
    ZDaemon Thursday Night Survival #262 - 5 years of TNS: Mutiny
    Date: August 18th, 2016
    Euro session: 19:00 BST/14:00 EDT at SDA, Germany (usually lasts over 6 hours)

    Odamex Nitro Special Edition - Toke 10 Year Anniversary FFA + Tournament
    Server: [WDL] doomleague.org
    Date: Friday, August 19th, 2016 @ 7:30PM EDT
    1v1 TOURNAMENT Date: Saturday, August 20th @ 3pm EDT (on moo2d)

    Zandronum Friday Night Fragfest #336: 32in24-11 with CataWepZ & AFTS+Dynamite DM
    European FNF: August 19th, 2016, 18:00 UTC
    American FNF: August 19th, 2016, 20:00 EDT Check out the Multiplayer forum for discussion about clans, match scheduling and other fun events. Happy fragging!

    Bloodshedder
    Abyssal Speedmapping Session 26 - TheMionicDonut, Jimmy - Project Lead 4shockblast AD_79 alterworldruler an_mutt Astral-Doomer Breezee
    Doom 2 - Single Player - Boom Compatible - 1.03 MB -
    Reviewed by: vtm
    Abyssal Speedmapping Session 26, a 21 map pack, made in around two hours. It's themed around Romero maps: Doom's episode 1, high tier monsters and weapons, and all vertices on a 32-unit grid.

    Most of the levels have a nice episode 1 vibe, but some of them are quite empty, simply decorated and quite short. As said, monsters are high tier and usually revenants and mancubuses, and this in some levels became too boring; only fighting groups of revenants or hell knights in small spaces is tiring, but some maps are real OK and fun to play. New textures and new music are included. I suppose most of the flaws are because of the short time to make the levels.

    Some maps are real nice and others quite tiring. If you don't mind fighting only against big demons all the time then give it a try, you may like it.

    IGTH - yaqxsw
    Doom 2 - Single Player - ZDoom Compatible - 8.62 MB -
    Reviewed by: gaspe
    I'm Going to Hell is a slaughter map with big and very hard set-piece encounters. I initially started on UV to see how the battle was, then soon lowered to HMP and finally to HNTR; the first impression was that this doesn't look exactly fun. There seems to be some logic behind the encounters, and you will manage to understand the better strategies after some tries. The use of saves is almost mandatory, and to be honest I don't even know if this is actually beatable on skill 3/4 legitimately. For sure you will die a lot, but if you want to continue it's better that you learn something from your attempts. You will also need lots of luck, and probably too much in many situations. The ideas behind some setups seem interesting, though the fights drag for too long for what they are worth, as the initial excitement vanishes quickly. Visually it is kinda rough, although it improves as you progress through the level.

    Fans of the slaughter stuff should check this, and in any case I suggest playing it at skill 2/3. While I admire the effort of making something like this, the result isn't really good, even if some of the ideas are nice. The author wanted to make something very difficult and for sure he did it, but he also made something that at times is boring, tedious, or even plain ridiculous.

    UAC Madness! (UACmad.wad) - Fever (Oldcpv3)
    Doom 2 - Single Player - Boom Compatible - 55.46 KB -
    Reviewed by: gaspe
    UAC Madness! is a wad with four levels despite the text file saying that there are three. It's not a very first wad, which surprised me, as this looks like a "my first wad", in all the worst ways.

    It's even generous to call these few rooms slapped together "maps", with some monsters thrown in them so at least they aren't empty. The music is changed to rock and metal MIDIs, which add nothing to this wad. Even if you want to see how bad this is, avoid it. It's just another generic bad wad with no qualities.

    Extinguished - Stormwalker A.K.A. Vordakk
    Doom 2 - Single Player - Limit Removing - 537.28 KB -
    Reviewed by: gaspe
    Extinguished is a quite long single level for limit-removing ports. It started as a remake of "Nirvana". You can recognize some of the first areas, but after those it starts to become its own thing. Visually it's very beautiful, well crafted places with good-old stock textures, and the lighting is simply excellent. About the gameplay is quite hard and has plenty of nasty moments. I would also say that some of the traps in the quest to get the yellow key are a bit unfair. There are also few chaingunners with the infamous Plutonia arch-viles in hidden alcoves behind them, though they were used well and don't overstay their welcome. There is also an optional area where you can find a BFG and lots of enemies too. The first areas are re-textured to have a more hellish appearance, and you will face the same encounters, but the monsters are replaced by tougher ones.

    The map looks gorgeous and it's definitely worth a play. If you have troubles with its encounters, difficulty settings are implemented.

    Lebanon Connection - Memfis
    Doom 2 - Single Player - Limit Removing - 374.52 KB -
    Reviewed by: Not Jabba
    Lebanon Connection is clearly not a level that takes itself seriously. The textfile contains a short, goofy story about human rights violations and enslaved Lost Souls. The level itself is cleverly designed as a fully playable experience (unlike most jokewads), but it's still clearly a joke, and the puzzle elements can be extremely frustrating.

    *Light spoilers ahead* The level begins with a key door marked as blue, but it actually requires the red key. Blue keys (both skulls and keycards) are scattered very liberally around the map, practically in every corner and on every ledge. At one point, there's a maze of tiny player-sized rooms to navigate, containing almost nothing but blue keys. They are completely useless, of course. After you've gone through all of the easily accessible areas, you hit a dead end, and it becomes clear that you have to hunt for hidden switches and other secrets to beat the level. I didn't find most of them to be too difficult -- the only one I really struggled with was a teleporter that had to be lowered in the far northern part of the level, and when I used IDDT to try to locate the switch, a big arrow appeared on the automap pointing to it, as though Memfis was acknowledging that people weren't going to waste too much time looking around. Once I finally got the red key and returned to the level start, the door was gone and I saw a sign (screenshot 3) saying it had been moved. From there, it wasn't too hard to find the real exit. */Spoilers*

    All of this felt a lot like the kind of trollish crap that's found in most pointless, unfunny jokewads, but Lebanon Connection is definitely smarter than usual, and I did laugh out loud when I found the sign about the key door (although that was the only time). In all honesty, I regret playing this wad, but people who enjoy tricky puzzle levels may like it.

    Snort (v0.99) - Maarten Hoogveld (hoogveld@xs4all.nl)
    Doom 2 - Deathmatch - Vanilla - 25.51 KB -
    Reviewed by: Liberation
    Snort, a Deathmatch level from 1997.

    A smallish map with a metal and marble texture theme that looks reasonable and has decent architecture.

    Playing with bots via ZDaemon I found the map layout to be fairly hectic with good height variation and nice use of teleporters. It was fun, and if it was on a server, I wouldn't mind playing the map at all. The BFG is a nice touch, as you lose a lot of health getting to it.

    All in all, back in 1997 this would have been a good deathmatch level; nowadays it's more of a relic and, sadly, probably won't get played.

    Gore5 - Jeff Tunink
    Doom 2 - Deathmatch - Vanilla - 31.05 KB
    Reviewed by: Voros
    Gore5 is a deathmatch map for Doom 1 or Doom 2 (there are two files).

    This isn't really that fun.

    The lack of weapons ruins it. The huge size of the map ruins it.

    There are barely any weapons here. And poor placement too. One of the player starts has almost all the weapons right next to it, and the rest of the player starts? Nada.

    The map is so big that there's not that much action. More roaming around and less shooting. And when you do frag a player, you'll be running around to find another player again, who most likely spawned on the other side of the map.

    The geometry is plain simple. Some pillars, some stair-like formations, some quadrilateral sectors and at a large scale. This might have been better if it were smaller.

    The design is boring. The same wall texture everywhere. It lacks something unique.

    Overall, it is not fun at all and you have no reason to download this.

    1stpdie - Jeff Tunink
    Ultimate Doom - Single Player - Vanilla - 7.05 KB -
    Reviewed by: gaspe
    1stpdie is a short level that replaces E1M1. Interesting thing is that it was made with Doom Construction Kit 2.2, an editor that was used back in '95. And the map isn't good, nor difficult as advised. It's a sequence of few rooms filled with monsters with the inevitable cheesy Cyberdemon battle at the end. The room with the the barons and cacodemons was more interesting, but still there aren't any reasons to play this map.

    4block - Jeff Tunink
    Doom 2 - Deathmatch - Vanilla - 5.86 KB -
    Reviewed by: Not Jabba
    This deathmatch level is a set of five square rooms -- four outer ones connected to one central hub room. Players start in front of either the rocket launcher or the plasma rifle, and the BFG is in the center in what looks like an inescapable vat of nukage; if you run around frantically you'll hit a teleporter to safety eventually, so the gun may or may not be worth it. There aren't any smaller weapons. There's no detailing or decorations of any kind, and the walls are all a single texture. This looks more like a beginner's exercise in mapmaking than a playable DM level.

    OSHIT - Jeff Tunink
    Ultimate Doom - Deathmatch - Vanilla - 1.2 KB
    Reviewed by: Not Jabba
    You (and up to three friends) start out in a small square room with a Cyberdemon and four shotguns. That's all there is to this level. I understand that everyone has to start somewhere, but there's no reason for this to be on the archive, and no reason for you to play it.

    The Hallway of the Tempest - GTAMan13
    Doom 2 - Single Player - Vanilla - 2.77 KB -
    Reviewed by: Not Jabba
    This wad consists of three very short beginner levels. Each level is made up of two rooms with square or weirdly acute-angled corners (except for map 02, which is only one room), and each room is monotextured and empty except for a cluster or two of randomly assorted monsters. Oddly, the levels get easier as you go, but none of them offer any serious combat situations, and you can skip every one of them by just running to the exit. This was probably an exercise in mapmaking, but it appears to have very little effort put into it and isn't worth playing.

    100,000 Revenants - Revenant100 aka Marphy Black
    Doom 2 - Single Player - Boom Compatible - 639.85 KB
    Reviewed by: Voros
    100000 Revenants is the one of the new NUTS of 2016.

    The title screen is pretty good. Not amazing, just good.

    Let's get to it: you spawn in a room with an Icon of Sin front of you, and an exit switch. And the exit is the middle of room, surrounded by 100000 Revenants.

    My frames per second was at 1 the minute I pressed fire. And my processor could've exploded in the process. Everywhere Revenants were screeching, firing, punching and eating my device... and I'm using PrBoom+.

    Overall, it's a nice gimmick. I didn't enjoy it like a normal Doom map, but it made me laugh.

    Hardest fight - GTAMan13
    Doom 2 - Single Player - Vanilla - 16.89 KB -
    Reviewed by: gaspe
    The Hardest Fight. And no, it isn't what the title says. It's shorter to describe to you how the "maps" are: on MAP01 you start in a room with few shotgunners, and what follows is the exit room with another few mobs in it. MAP02 is a square room with monsters in it but they don't attack you. It's probably caused by the nodes not being built properly, and checking this required more time than playing the wad itself. Avoid.

    Moonsong - InsanityBringer
    Doom 2 - Single Player - Vanilla - 141.19 KB -
    Reviewed by: Not Jabba
    In most ways, Moonsong is just your standard medium-sized techbase level, but the starry sky and accompanying moonlit night atmosphere help to set the mood and make it more memorable. It's also very well designed for being the author's first map. It flows smoothly, the rooms are pretty well sculpted, and I didn't catch any texturing errors or other bugs (except for a Sergeant that seems to be stuck in a corner in the second room). The combat is generally pretty easy on UV, but the difficulty definitely increases over the course of the level, and the last few areas should be able to keep you on your toes without being frustrating. Up until that point, the map has a nice casual feel to it, which is aided by a fun, slightly jazzy Jimmy midi that I hadn't heard before.

    The level is pretty dark overall, especially indoors. Given the night sky, it seems kind of odd that the exterior areas are so well lit and the interiors are all so dark, but it's not exactly a bad thing; playing it, you get the impression of a very bright moon (fitting, given the level's title) and an almost completely unpowered base interior. The almost constant darkness in the early part of the level was occasionally annoying, but on the other hand, it also laid the groundwork for the map's most interesting and challenging fight -- a couple of Spectres chasing me around in the dark, visible only in my gunflashes, while I was trying to fend off several Cacodemons that were converging on me from all sides.

    Ammo was overabundant, and the author had a tendency to use Imps in large clumps that don't really pose a threat. The flaws are all minor, though, and InsanityBringer strikes me as a mapper who will continue to improve quickly and steadily. The ending text sets us up for a sequel (apparently set in Hell), and I'm looking forward to playing it.

    Jupiter Carnage 2: To Hell And Beyond! - Bzzrak Ktazzz
    Ultimate Doom - Single Player - Vanilla - 156.04 KB -
    Reviewed by: Liberation
    Jupiter Carnage 2: To Hell And Beyond! An Ultimate Doom map running on E4M2.

    A small/medium level with a hell theme that shows a few creative ideas, but then unfortunately falls short due to some sloppy level design and bland texturing.

    The level contains a lot of small narrow corridors that lead to arenas, or a strange triangle maze with barons that get trapped. In the end, it makes for a level that's nearly as dull as dish water, saved by a few areas that ether looked interesting or did play OK.

    Bzzrak seems to have put some effort into the map; he clearly has some good ideas and knows his way around a map editor. Hopefully his next wad will be a improvement and I can recommend it.

    This map however I cannot recommend unless you have nothing better to play.

    Twin Peaks - Patrick Boyer
    Doom 2 - Single Player - Vanilla - 106.64 KB -
    Reviewed by: Liberation
    Twin Peaks, a map01 replacement for Doom 2.

    To start off, this is the author's first map, so unfortunately it does suffer from the first map syndrome of un-aligned textures, unpegged doors, the odd HOM, and a random floating mid texture, which is a shame, as the twin peaks mechanics is kinda cool and a bit different.

    The map itself isn't bad, with one fairly decent fight around the red key, a couple of good traps, and a reasonable layout. Health and ammo was fine for the most part, but towards the end I did end up dodging some of the last enemies and concentrated on getting up the peaks to finishing the level.

    A good start for a new mapper, but could have done with more play testing, and texture variation could have definitely been a lot better. On a side note, this map requires a limit removing port even though the txt file says no; at the start you have around 350 segments facing you.

    If you have plenty of spare time or don't mind beginner wads then this is worth a bash, but if you don't then move along.

    Don't Think of a Pinky Demon - Serge Haikin
    Ultimate Doom - Single Player - Vanilla - 77.69 KB -
    Reviewed by: Liberation
    Don't Think of a Pinky Demon, an E1M3 replacement for Ultimate Doom.

    A strange level with some good ideas that ends up rather dull. The layout itself is reasonable with a mix of corridors, massive open areas, and some leaping across platforms.

    The level itself doesn't present a massive challenge; being sniped at by hitscanners tends to be as hard as it gets. Ammo is sparse. I found myself using the pistol a lot, which isn't a massive problem, but does slow the gameplay down when you're shooting cacodemons! Health wasn't plentiful, which considering the amount of shotgunners blasting away at you was annoying, and again, slowed the gameplay down slightly.

    Texturing was rather bland but functional, alignment needs some work, and a general lack of detail doesn't help with what turns into a rather dull mission to get to the exit. The exit itself was a rather decent idea, one that will infuriate players that like 100% kills.

    I can't recommend this level overall; it's rather dull, and I was bored by halfway. If you're desperate for more Doom levels then sure, play it, but otherwise you're not missing much.

    James Champney's Kitchen Nightmare - Richard B.
    Doom 2 - Single Player - ZDoom Compatible - 20.4 KB -
    Reviewed by: Liberation
    James Champney's Kitchen Nightmare, a map for (G)ZDoom.

    I skimmed the txt file and decided to give this short level a bash. After completing it I thought to myself, well, that's a typical 1995 wad, then it dawned on me that it needed ZDoom, and also after re-reading the txt file, it's from 2016... jeez.

    This map has to be one of the worst, soul destroying pieces of crap (am I allowed to say that?) I've been subjected to in a while. The level is very basic with hideous textures, heinous texture alignment, an easily broken teleporter for the yellow key, and I couldn't even find the blue key.

    After examining the map in SLADE it turns out that I missed some of the level, and of course I went back to double check what I had missed.

    Actually that was a lie, I couldn't face it again.

    Avoid at all costs.

    Rock It! Electronic Edition V2.0 - Mr. Chris
    Doom/Doom 2 - N/A - Vanilla - 394.61 KB
    Reviewed by: gaspe
    Rock It! Electronic Edition V2.0 is a set of electronica and techno style midis that replaces the soundtrack of both the Doom 1 and Doom 2 IWADs, though not every track is unique as some are shared between some map slots. Honestly I don't think this is a very fitting music pack to play in the IWADs. I think this is more useful as a resource if you are looking for some songs to use in your works. There are some nice tracks and many have an interesting mood, but if you like them and if they are fitting for what you have in mind it's up to you. Keep an eye on this if you are looking for some new music tracks.

    At Hell's Gate - Carlos Lastra
    Doom 2 - Single Player - ZDoom Compatible - 318.24 KB -
    Reviewed by: gaspe
    At Hell's Gate is a single map for ZDoom, and I guess that the author wanted to experiment with some of its features, as a few slopes and few special actions will appear, but otherwise this is pretty much like a standard limit removing map. The visuals were nice; there's some effort put on them, though they are bit chaotic in many places. It plays rather well and isn't very difficult due to the high abundance of ammo, but you will spend most of the time using the weakest weapons. It's a good level overall. It doesn't look extremely polished, but it manages to be fun.

    Neal - Mauzki
    Doom 2 - Single Player - Vanilla - 54.07 KB -
    Reviewed by: gaspe
    Neal is a single map for Doom 2. It's the first map by the author and it definitely shows. It's very basic on all the aspects, with a linear progression of room after room with monsters just spammed in them. It isn't something that I would recommend to play.

    The /newstuff Chronicles is a usually-weekly roundup of new items uploaded to the /idgames archive, and it is written entirely by community members like you. If you wish to contribute, the /newstuff Review Center is the place to do so. Register on the Doomworld Forums first if you don't already have an account, because you need one to submit reviews. Special thanks goes to the nearly 300 users who have submitted reviews over the past several years.

    Linguica
    I was looking at Doom 2016's SteamSpy page and noticed that Doom 2016 probably passed the 1 million mark sometime recently. For comparison, Rage has 1.26 million owners after years of deep discounts and at least one free weekend, and Wolfenstein: The New Order has 1.2 million owners. And Doom is still at full price!

    So maybe that's good enough to greenlight a sequel? Who knows??

    Bloodshedder
    32in24-15: DWANGO Unchained - The 32in24 Team!
    Doom 2 - Deathmatch - Boom Compatible - 6.8 MB -
    Reviewed by: vtm
    DWANGO Unchained. A map pack of 54 Deathmatch maps for Doom 2. 32in24 are sessions where maps are made in 24 hours or less. This is the fifteenth iteration and the theme is Movies. Each map has a name with reference to a movie, and parody posters can be seen throughout the maps. All maps are Boom compatible.

    The maps aren't big and are intended to be played with 4 to 8 players; still, it has support for 16 players in the same round. They look beautiful; all of them are well detailed and decorated, including new music and new textures. The maps are split in two wads; the first wad includes 33 maps, and the second one, called bonus maps, includes 21 extra maps. It plays real nice, and the maps are well balanced; maybe in some of them getting the BFG is too easy, but still they are very enjoyable.

    Secretdoom: Hell's Memento - Cyberdemon531
    Doom 2 - Single Player - GZDoom - 20.32 MB -
    Reviewed by: vtm
    Cyberdemon531 really shines here with this map set, totally a must play. Twelve single-player maps for GZDoom, this map set takes inspiration from Memento Mori and TNT: Evilution, and of course, it features GZDoom effects (3D floors and ACS).

    The wad uses the Community Chest texture pack and adds new DECORATE monsters to the roster, no new guns (that would have been nice), and new music. The maps are very well done; they are not too detailed, but its seems that the author took time to add small details to some spaces. Something that I did notice is that some rooms are just empty with no decorations, but in any case the dead bodies of your enemies will do the task.

    I did not find it hard nor boring to play. Not too hard but not easy either, health and ammo is never short, especially in the secret levels, but still makes you go take cover and keep an eye on your life; usually after each battle one is rewarded with ammunition and health. There is also new armor, which blocks all damage. Having 300 HP is very useful, and makes things easy if you know how to take the advantage in the map. Music is great! The author really knew what tracks to use in each map. I like all of it, especially the music from map05, map09 and map12.

    There are two secret maps that are not hard to find; I found very hard to find other secrets than these two. The first secret map was hard for me; I did not expect those revenants, but once you know the layout of the map, it is very easy to avoid damage completely. The other secret map hase many monsters and a lot of ammo; still, you can be ambushed and killed fast if you don't move quickly because you will see yourself surrounded by many monsters.

    AI Enhancements: A Decorate Experiment - Chaosvolt
    Doom/Doom 2 - Single Player - ZDoom Compatible - 9.8 KB
    Reviewed by: Liberation
    AI Enhancements: A Decorate Experiment, a monster AI mod for (G)ZDoom.

    I won't go through all the changes made, but instead give a brief overview of what to expect.

    One of the big changes is the fire/health rates for the monsters. The Cyberdemon suffers rather badly due to this, an example being in Map20 of Doom 2: the Cyberdemon normally beats the Spiderdemon in the famous infight, but now the Cyberdemon gets totally mauled every time.

    Another big change is the fact that a lot of enemies side step randomly, which looks rather odd, and cacodemons go strafing from one side of the map to the other, which is rather amusing.

    Another feature is more monsters infight, but watching monsters fight each other and not doing any damage is kinda dull. Kinda game breaking really.

    The change I did like was that the Archvile now summons monsters; that's cool, but it's a lot easier to kill due to the pain chance having been increased dramatically. I cut one down with the chaingun without a single hit (I'm not complaining about that!).

    Other changes included weapon tweaks, speed increases, correctly coloured blood for barons, etc. and monster attacks have generally been made more unpleasant to say the least.

    To be honest I wouldn't recommend this myself, as I feel it could do with more work to get things more balanced, and a lot more play testing would help. Another example being Map08: the room with the barons and the Cyberdemon is now a dreadfully boring affair due to barons not receiving splash damage from rockets.

    The ideas are good, but in reality (at this time) it doesn't play well.

    The Vile Keep (version 1.1) - Chaosvolt
    Doom 2 - Single Player - ZDoom Compatible - 221.75 KB -
    Reviewed by: Liberation
    The Vile Keep (version 1.5), a level for (G)ZDoom.

    To start off, this is an excellent concept; the idea is that the map has guard towers dotted around that use the Archvile attack on the player with switches nearby that will disable them. That's rather neat, but the architecture of the map itself really lets it down, which is a shame, as storming the fort area and disabling the defences before going on to look for the keys is actually rather good fun.

    Once inside the fort area you can go get the keys in any order to get into the final area, so that works fine. Ammo and health seem reasonable and monster placement is again reasonable; a lot of monsters attack from the front, but you do get ambushed from time to time.

    So, can I recommend it? Kinda; the map itself is a great idea, but the visuals let it down badly. The map was made in six days according to the txt file, but six more days spent on texturing and making the fort area more interesting rather than just flat walls, even using a brick texture rather than zimmer for the walls, would go along way!

    A missed opportunity in my book.

    COD ray gun - Sgt Ender, aka Enderkevin13
    Doom/Doom 2 - N/A - GZDoom - 53.13 KB -
    Reviewed by: gaspe
    This wad recreates the Raygun from COD in Doom. For some reason the sprites have a weird blurry look. In the firing animation, if we can call it that, the weapon goes literally up and down with no muzzle flashes; it's rather unsatisfying to use. There's also a quite useless iron sight. It looks poorly made overall, and I don't see any reason why you should use this, as there way better weapons out there that are free to use.

    Courtyard - HUGEkidsY2K
    Doom 2 - Single Player - Vanilla - 70.01 KB -
    Reviewed by: walter confalonieri
    A medium sized map made by HUGEkidsY2K while hyped for the new Doom game (and his first effort). It's a pretty classy level set in a tech / brick / wood base with some fireblu weirdness and uses only default Doom 2 assets (even the hated D_RUNNIN as music).

    The layout is simple and classic but has some good ideas, and there are some nice details, like the opening to the armor room. There are also some classic traps, like opening secret room closets with lots of monsters or a lowering floor to a little alcove with medium tier monsters, and a button that activates an escape lift from that point. The only complaint I have is that in some parts it needs to be more recognizable where to go; like at the switch at the end of the metal tunnel that leads to the room in shot 2, I had to wander a little to understand where to go before finding the open blue door bars in the little courtyard that gives the title of the map. Also, the exit sign at the start of the map was pretty misleading.

    The item placement is nicely done; monster choice is easy / medium with some evil choices like chaingunners or revenants that come out from one of the various hidden closets in the map, except the final battle setup that needs to backtracked to a preceding (and clustered) section of the map, where you're going to fight a powerful little group of monsters including an archvile and a pair of revenants and barons, making you think that you need to return back to the start of the map, as I wrote in the layout section of the review. Health is a little scarce here but ammo is well put, and I didn't found myself without ammo or anything else.

    Overall, a nice map and a cool first effort to pass some time (I finished this map in 30 minutes). Even though this map has some little flaws, it is an enjoyable map; take a chance with downloading and play this map.

    Azurexia - Serge Haikin
    Ultimate Doom - Single Player - Vanilla - 35.28 KB -
    Reviewed by: Voros
    Azurexia is an E1M2 replacement for Doom.

    This is a well-made map. It's atmospheric, balanced and short.

    Visually, it's brown most of the time. There are some small misalignments with some of the walls, nothing big though. The lighting is properly done, with the "outdoor" areas having lots of brightness and the "indoor" places using darkness a lot, and sometimes a bit of both.

    The geometry of the map is nicely done. Some parts are small, some are spacious, but it's still an exciting map. The architecture is very abstract but simple.

    The thing placement is just right for playing a map that can be enjoyed and finished relatively quickly. Although it is easy, it is also enjoyable.

    This map feels like I'm playing a map from E1, and we all love that episode, don't we? Be sure to try this out.

    Nex Credo - Jay X Townsend
    Doom 2 - Single Player - Vanilla - 671.86 KB -
    Reviewed by: Not Jabba
    2016 is the year of the partially completed megawad, it seems. Nex Credo suffered the same fate as Somewhere in Time: the author set out to create a full 32-level megawad, lost steam, and (luckily for the rest of us) decided to polish up what they had made so far and release it as a smaller mapset. Vispire has a somewhat similar story as well. I've reviewed all three of these wads for T/nC now, and in many ways, Nex Credo is my favorite of the bunch. It uses only stock textures and no music from outside of the Doom 2 soundtrack, but other than that, there's really nothing conventional about it.

    One of the first things you're likely to notice about the levelset is how slowly it introduces the weapons and monster types. The first three and a half levels are full of low-tier monsters and revolve almost entirely around the shotgun, and the pacing is very quick and fun. Revenants are thrown in sparingly, almost like minibosses, to keep you on your toes. You get the chaingun in the middle of map 04, right at the point where you're starting to really wonder where it went, and the difficulty increases dramatically shortly after that -- though I never found the levels to be too much harder than the IWAD.

    For me, the best thing about Nex Credo is that it totally nails the feeling of the original Doom 2, and not in the way you might expect. Doom 2 the Way id Did captured the feel of the original IWAD as well, but it mostly did so by creating an idealized version of Doom 2 -- one in which the id team stuck very closely to the core of their mapping styles and didn't do anything really weird. But as much as I love D2tWiD, we all know Doom 2 wasn't really like that. Whether it was McGee constructing a barely serious boss encounter around a gigantic crusher, Petersen filling a level with barrels, or Romero cramming zombies into every corner of "Industrial Zone" and making you jump off a tall building onto a tiny island so you could enter a secret level full of cartoon Nazis, Doom 2 was a weird-ass set of levels -- and that may be what makes it so great, what makes it still worth playing no matter how many brilliantly refined mapsets there are now.

    Nex Credo reminded me of that constantly as I was playing through the levels. The first couple of maps feel a little like practice, but from map 03 onward, Townsend starts to hit his stride, and everything feels just that little bit weird. Map 03 has a cool key progression, an interesting figure-8 layout, several nasty traps, and (as I mentioned before) pure shotgun gameplay. Map 05 has a great motif with nine blue tech pillars that keep popping up throughout the level, and whichever pillars you lower with switches or leave raised remain constant throughout each set. It also has a really cleverly designed ending.

    Map 06 has a nonlinear layout with a lift hub in the middle and a sewer full of Lost Souls way off at one end of it. Map 08 has a nasty opening trap, several spatial gimmicks that revolve around rows of chaingunner-manned platforms, a couple of weirdly identical industrial areas with keys in them, and then your choice of platforming gauntlets to get to the exit -- either running across timed platforms or under a set of crushers, but either way you'll have to watch out for the chaingunner snipers in the middle. Map 09 has an elaborately winding layout with lots of criss-crossing paths and spaces that open up later; you're forced to do a ton of backtracking to get both of the keys for the exit, but at least Townsend gives you plenty of new threats to worry about on your way back through the level.

    Map 10 deserves special mention, as it revolves around silence. There are around half a dozen Cyberdemons in the level, all of which will wake up and make your life miserable if you fire a shot; you have to either sneak past them, or, if you want to kill them all, find the secrets and telefrag them. There are some strategically placed imps in the level as well to make it difficult to navigate everything while remaining silent. I loved this level -- and it's another detail that reminded me of Doom 2, in which every single Cyberdemon/Mastermind fight is either optional or offers you a workaround so that you don't have to face the boss on its own terms.

    Nex Credo isn't just about gimmicks, though. Throughout every level (except for the cautious map 10), the gameplay is fast and fun, and every level is quick to play through. The major encounters are well designed, the monsters are often used in interesting ways, the heavy use of weak enemies makes you feel powerful up until you get slammed with Revenants and Arch-Viles, and there's plenty of fun with barrels.

    There are a few low points in the set, however. Map 07 isn't quite a Dead Simple clone, as there are no Arachnotrons, but it's still a little arena battle with waves of powerful monsters, one type at a time, and I found it a bit annoying. It ends with a Cyberdemon battle that makes really poor use of space; the Cyber can't leave the room in the middle of the level, and the pillar placement requires you to either strafe back and forth really close to the door or just stand off to the side where the Cyberdemon can't hit you because of the doorway's edge and simply shoot it until it dies. Map 11 is an okay city level, but it doesn't have any of the gimmicks that made the base maps interesting, and since it was intended to be the start of a new episode, it feels like a really anticlimactic ending to the set. Just think of map 10 as the finale and map 11 as a bonus level, and everything's fine.

    Despite those couple of levels, Nex Credo is a fantastic mapset, and easily one of the best classic-styled wads released in the last few years. Hopefully Townsend's decision to end development on the megawad doesn't mean we've seen the last of him.

    Skeune - Olroda
    Doom 2 - Single Player - Vanilla - 635.83 KB -
    Reviewed by: walter confalonieri
    A medium sized techbase inspired by the Marathon game series according by the author, but instead a dark, puzzle-ish map with some new strange audio effects that replace the original zombie growlings. There's a lot of height difference and a contrast of "bright" textures with dark lighting for this layout, and as I mentioned before it uses lots of switches and height puzzles. There's also a minor work of eye-candy to make the level more pleasing to see.

    Monster placement is OK and uses only former human troopers and sergeants with a chaingunner and some imps at the end of the level, but the health is really low in here; just be careful, even with the low-tier monster usage.

    Anyway, this is just a simple anonymous map without anything groundbreaking, just your classic techbase with a puzzle twist and some weird joke that I don't get, but pisses off some guy that gives this level 0 stars on /idgames. Isn't anything that atrocious to play, but it is something that you just give a play and leave, nothing else.

    Nazi Attack (natta.wad) - Fever (Oldcpv3)
    Doom 2 - Single Player - GZDoom - 26.92 KB
    Reviewed by: Voros
    Nazi Attack is a three-map replacement WAD for Doom 2, filling in the slots of MAP01, MAP02, MAP03.

    It's dull and short. These two words are all you need to know.

    MAP01 spawns you in a square room with 5 enemies. You kill them then hump the walls until you find the door, then try taking on the next square room filled with Wolf SS and Shotgun guys. Then exit.

    MAP02 spawns you in the middle of another horde (in a square room), but you are given a plasma rifle this time, so just hose them down and exit.

    MAP03 is laughably easy. Just some tight corridors with enemies usually encountered one at a time. Exit switch is on the left passageway.

    Total time: 1 minute. Maximum.

    And what was the point of taking the old HUD font from Freedoom? It's really displeasing to look at.

    I wouldn't really bother downloading this. It's a good thing it's a first map by the author, so I can forgive the poor quality of this.

    NH4 - TimeOfDeath
    Doom 2 - Single Player - Vanilla - 162.76 KB -
    Reviewed by: Voros
    NH4 is a Doom 2 WAD for MAP01 and MAP02.

    This is the fourth No Health WAD from the author. Two slaughterfest maps at your disposal.

    The detailing in both maps is well done. MAP01 looks like it takes place at the bottom of a bloodfall, and MAP02 is like the underground bottom of a toxic fall, which forks into one toxic pool. Atmospheric, check.

    The geometry of MAP01 is bearable. There is a lot of space here for you to take cover against the Cyberdemons, Barons and Arch-Viles coming your way. But the Revenants? Kill them all, or die trying. MAP02 on the other hand, is so... tight. Mobility is something you'll need a lot more on this map.

    There are two new tracks for the maps also, and they are pretty dang good. Even though they seem like alternate guitar riffs, they really fit with the constant demon slaying, pumping you up for the next battle.

    Demon placement here is typical for a slaughterfest: demons in outrageous numbers. The first map starts you off "easy", by giving you the BFG with full ammo and lots of space (well, barely at first). MAP02 treads on a different path. This time you have to use cover more often and with medium-tier weapons mostly, in dark, claustrophobic pathways. But the weapons and ammo provided are enough, and the demos prove it.

    Overall, these two maps are pretty good slaughter maps. Feel free to check this out, if you like slaughtering mass numbers of demons.

    Zanko Miron! - mafyoos
    Doom 2 - Single Player - Vanilla - 2.48 MB -
    Reviewed by: gaspe
    Zanko Miron! is a wad of three maps, of which every one is based around the Doom liquids, except lava. We have a brick facility with water, nukage has the classic E1 techbase, and to match the blood there's a hellish-like industrial complex inside a cave. The maps look a bit bare and empty; as you progress it improves, but overall there's a nice IWAD feel that makes the things a little better. Gameplay isn't very difficult but there are some nice traps along the way. This is a simple and short wad with some good and fun moments, though it hasn't anything that is really remarkable.

    Fort Tiamat - Gran-D-Knight
    Doom 2 - Single Player - Boom Compatible - 30.84 KB -
    Reviewed by: gaspe
    The author himself states that this isn't one of his best works; honestly I don't know what and how his other works are, but I can see why he's saying that. The overall feel is that the map is rushed, as some things could have been better if they were developed in a more thoughtful manner. Both gameplay and visuals don't offer so much to the player; the look is very basic, and you won't be really engaged in the combat. I can't recommend this map, and good luck to the author for the next time.

    The /newstuff Chronicles is a usually-weekly roundup of new items uploaded to the /idgames archive, and it is written entirely by community members like you. If you wish to contribute, the /newstuff Review Center is the place to do so. Register on the Doomworld Forums first if you don't already have an account, because you need one to submit reviews. Special thanks goes to the nearly 300 users who have submitted reviews over the past several years.

    Doomkid
    ZDaemon Thursday Night Survival #261 - Urania (Part I)
    Date: August 11th, 2016 19:00 BST/14:00 EDT
    Location: [L@P], Germany (usually lasts over 6 hours)

    Zandronum Friday Night Fragfest #335: ATF on RageCTF & Naturemod GVH LMS
    European FNF: August 12th 18:00 UTC
    American FNF: August 12th 2016, 20:00 EDT ZDaemon Sessions hasn't been announced yet this week, but keep an eye on the Multiplayer forum for updates. Happy fragging!

    Doomkid
    ZDaemon Thursday Night Survival #260 - Doomworld Mega Project 2015 (Part II)
    Date: 4th August 2016
    Euro session: 19:00 BST/14:00 EDT at Ducks, Czech Republic (usually lasts over 6 hours)

    Zandronum Friday Night Fragfest #334: Dwango 12 & Brit10-11-Exec DM
    European FNF: August 5th, 2016, 18:00 UTC
    American FNF: August 5th, 2016, 20:00 EDT

    ZDS #466 - XLAN Survival Deathmatch
    Date: Saturday 6th August 2016
    Euro: 19:30 BST / 14:30 EDT
    USA: 01:00 BST / 20:00 EDT Be sure to take a look at the Multiplayer forum for discussion about clans, match scheduling and other fun events. Happy fragging!

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