Riskbreaker
Guest
https://www.doomworld.com/idgames/levels/doom2/Ports/a-c/brfinal
This humorous partial conversion is a real bizarre mish-mash of gameplay and visual styles. At times it can be really fun and/or great looking, at others it is annoying, frustrating mess. There are 16 maps in total, they are divided into these mini-segments (mostly 3 maps each) that follow similar visual theme and have similar gameplay. First three maps are in this emerald green style, sort of like bizzaro Speed of Doom sprinkled with buncha pictures of internet "celebs", random videogame characters and whatnot (unfortunately, this will go on for the rest of the package). Then you have three levels based around crates, and so on... Some of these use some unique tricks. For example, final "episode" is done in nice looking monochrome style. In the first two maps of said episode you have find switches that transform monsters from related areas from monochrome to color, thus bringing them to life.
There is a crapload of new monsters around, some of them serve as full replacement of their base game counterpoints. Some of them are based on originals, like baby pinkies, giant imps (which are posses'd of a ridiculously OP AOE attack that makes cyber's attack look like shit in comparison), or so called random monster that basically switches between various base monsters with their respective attacks and abilities, while others are completely new or taken from other games.
Other new elements include traps and floating platforms from RoTT, so expect some (sometimes annoying) obstacle and platforming sections.
Screenshots!
Curiously, removal of their heads did nothing to improve their intelligence and aiming.
And this is where their heads ended up: Behold the Living Shish-Kebab! These bastards are extremely fast, have erratic movement patterns, shot plasma all around em, can slow ya down, and can revive their fallen comrades. Also, they explode when killed! This particular kebab ain't too keen on being removed from anywhere, no sir.
Floating crates, they serve as a cacodemon replacement of sorts. Sworn to take revenge on their human oppressors, these flying cubical killing machines are blessed with both the projectile attacks and a chaingun.
Awwww.
They still make that satisfying squishy sound when ya beat them to death tho.
This was easily my favorite map, as far as visuals go. Sadly, following two maps were done in rather different styles. This one contained some annoying sections tho, like say labyrinth with pulsing light and obscured automap, that was also populated with walking barrels (something of a local kamikaze enemy, forgot to mention them before). Also, this map marks the first appearance of aforementioned giant imps.
Plasma elementals, they serve as a simple replacement for the flesh elemental. Instead of producing obscene amounts of annoying offspring, these specimens merely shoot plasma at player.
Final map: insides of this tower are designed as some sort of night club, straight outta some 94-95 wad. You'll fight few waves of baddies, once done you'll be transported back to the opening map (this time with all the weapons and ammo you had at the end)
Worth checking out, at the very least. Just don't expect a smooth ride, and be prepared for some genuinely frustrating parts and some internet cheesiness.
Something saner and far smaller:
https://www.doomworld.com/idgames/levels/doom2/Ports/0-9/5years
3-map mini episode from Shadowman. Maps 1 and 3 are really small affairs, while map 2 is of medium size. Standardly great detailing and ambiance, kinda reminiscent of maps from his Hellfire series. Simple and enjoyable gameplay, with few bumps (like imps spawning right in front of ya in map 2, or chaingunner placement in map 3). Worth a try.
This humorous partial conversion is a real bizarre mish-mash of gameplay and visual styles. At times it can be really fun and/or great looking, at others it is annoying, frustrating mess. There are 16 maps in total, they are divided into these mini-segments (mostly 3 maps each) that follow similar visual theme and have similar gameplay. First three maps are in this emerald green style, sort of like bizzaro Speed of Doom sprinkled with buncha pictures of internet "celebs", random videogame characters and whatnot (unfortunately, this will go on for the rest of the package). Then you have three levels based around crates, and so on... Some of these use some unique tricks. For example, final "episode" is done in nice looking monochrome style. In the first two maps of said episode you have find switches that transform monsters from related areas from monochrome to color, thus bringing them to life.
There is a crapload of new monsters around, some of them serve as full replacement of their base game counterpoints. Some of them are based on originals, like baby pinkies, giant imps (which are posses'd of a ridiculously OP AOE attack that makes cyber's attack look like shit in comparison), or so called random monster that basically switches between various base monsters with their respective attacks and abilities, while others are completely new or taken from other games.
Other new elements include traps and floating platforms from RoTT, so expect some (sometimes annoying) obstacle and platforming sections.
Screenshots!
Curiously, removal of their heads did nothing to improve their intelligence and aiming.
And this is where their heads ended up: Behold the Living Shish-Kebab! These bastards are extremely fast, have erratic movement patterns, shot plasma all around em, can slow ya down, and can revive their fallen comrades. Also, they explode when killed! This particular kebab ain't too keen on being removed from anywhere, no sir.
Floating crates, they serve as a cacodemon replacement of sorts. Sworn to take revenge on their human oppressors, these flying cubical killing machines are blessed with both the projectile attacks and a chaingun.
Awwww.
They still make that satisfying squishy sound when ya beat them to death tho.
This was easily my favorite map, as far as visuals go. Sadly, following two maps were done in rather different styles. This one contained some annoying sections tho, like say labyrinth with pulsing light and obscured automap, that was also populated with walking barrels (something of a local kamikaze enemy, forgot to mention them before). Also, this map marks the first appearance of aforementioned giant imps.
Plasma elementals, they serve as a simple replacement for the flesh elemental. Instead of producing obscene amounts of annoying offspring, these specimens merely shoot plasma at player.
Final map: insides of this tower are designed as some sort of night club, straight outta some 94-95 wad. You'll fight few waves of baddies, once done you'll be transported back to the opening map (this time with all the weapons and ammo you had at the end)
Something saner and far smaller:
https://www.doomworld.com/idgames/levels/doom2/Ports/0-9/5years
3-map mini episode from Shadowman. Maps 1 and 3 are really small affairs, while map 2 is of medium size. Standardly great detailing and ambiance, kinda reminiscent of maps from his Hellfire series. Simple and enjoyable gameplay, with few bumps (like imps spawning right in front of ya in map 2, or chaingunner placement in map 3). Worth a try.