Milian's Doom Site

the zodiac deathmatch - reviews

Deathz0r in Doomworld's "Newstuff Chronicals"

Well, this week's only multi-level deathmatch WAD is quite an unusual one: The map layouts are themed around the signs of the zodiac. Not like I believe in that star sign crap, but I find it quite interesting that it made its way into a Doom WAD. Anyway, the layouts are gimmicky at best as they don't really have the best flow. The detail is something that needs improvement overall, but the thing that intrigued me the most was the music. For a deathmatch WAD, it's awfully pleasant to listen to, which kind of gives the WAD a bit of a relaxed environment.

The Ultimate Doomer in ZDaemon's Wad Reviews

A 25-map wad with an unusual concept - each map is themed around a star sign, having the appropriate shape and texturing (each star sign has an element - earth, fire, air or water). Quirky ZDoom features are in a lot of the maps, and some even have monsters, too. Altogether it creates a weird atmosphere, but one that isn't too bad.
The gameplay side is a bit mixed, the weapon placement varies a lot and so will the battles. Sometimes you'll be fighting in unusual conditions and weapons take turns to dominate. Some layouts are questionable too, but these are star signs, and the two zodiac cycles (each star sign appears twice) differ enough from each other. Most maps work out pretty well though, if not for competition, at least for fun. Kinda like the Nutty series really.
It's not conventional and some maps don't really work, but if you fancy something a little different as well as a bunch of maps that all play different to each other, then look this way.

Cybershark in ZDaemon's Wad Reviews

maybe i'm too biased to be writing this as i'm personal friends with the author. the fact remains that i'm also most qualified as the person who's spent most time playing this after him - and it still rocks! i happened to play some last night with a group of Zodiac veterans as well as some fresh meat in and i was particularly amazed that i was still seeing things in the gameplay that had never occured before after 2years of playing.
this WAD is almost two seperate entitites. there is the first cycle of signs which are almost vanilla format and then in the second cycle it gets a bit Zdoomier (and Nuttier too). the thing that stands out in all the maps is the variety of themes. whether it's a snowy landscape, a garden or something infernal they are all pretty distinct and oh-so-vibrant looking but the detail and texturing isn't overbearing and the fresh looks that existing Doom2 textures give are really stunning here.
these are well decorated, solid layouts which are a breath of fresh air after all the sodding BROWNGRN that ensures so many maps will never be remembered. the Virgo maps are perhaps visually the most appealing. (the layouts of these also insipred me into working on a new project ;>)
there is an extra music file for these maps which contains original OGGs created specially for them. these tunes have been recreated in the main game WAD as MIDIs and have been very skillfully translated so they lose as little as possible. not every tune seemed like the best fit or even in some cases as if it would fit ANY Doom map XD but still, that's some work there and hopefully a serious inspiration to everyone who can't be bothered to replace the standard tunes or who use the same damn MIDIs as everyone else.
there are not just replaced sounds and music here but a lot of graphics work too. this includes some monsters which spice up a few of the maps without turning the gameplay to shit and making you wonder if you stumbled into a coop game. my only complaint here would be that the invisisphere is itself too hard to see - this leads to a serious advantage to those who know their locations. oh and this WAD has some of the coolest secrets around too ;>
again, the maps aren't generally overdone in detailing and having a map01 that's mainly grey ASHWALL may raise some eyebrows but they are all consistently themed. ASHWALL2 might reek of missing textures but what else can you really use for a cave interior? there's a crusher, some lava and a secret teleport in this map so while it may look a little plain you already have a clue you're in for some fun. a couple of the other of the first twelve maps are also a bit too plain (map04 and map10 mainly). no map should rely solely on good looks or special effects and the ones that don't employ them here are none the worse for it, it just leaves the WAD feeling a little unbalanced in places.
some of the maps can seem a bit spamtastic but they're all mixed in with other styles of play. some games may be quite BFG orientated whereas others will restrict players to nothing higher than the Rocket Launcher. then there's a map which has nothing but plasma guns - hectic but not without some strategy. while some of it may seem very tongue-in-cheek, experience tells me that many of the maps are as good for duels as the are for FFA too (although some will prove pretty gruelling with lower numbers). they all have simplistic layouts which players can grasp before their first match is over - this is not to say that they're all simple box rooms though. there's quite the difference between 'intuitive and uncluttered' and going out of your way to make a map as obscure and frustrating as possible ;>
making a 25-map FFA WAD as a solo project is not recommended for everyone but i don't think there are many such packs that are as consistently playable as this. the only other WAD i play as much as this is Greenwar, it really is up there for me. it certainly has less low points than Dwango5 :p
it's just great to see someone spend so long getting a wad in such fine shape and i'll always be eager to see what Milian's going to cook up next.