Description

Revenge of Evil consists of five, challenging, levels for the campaign of the first episode called "forces of evil" plus a sixth level that is the opening of episode two called "requiem of evil."

Preview
DooM : Revenge of Evil (read the description, new version!)
Comments
Computostadora!
Computostadora!

Este mod ya viene con las armas incluidas?

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Guest
Guest

si

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weirdoutworld
weirdoutworld

A difficult mod that denies then shames you for trying to cheat. Even if you just want to casually play through it just to admire the work that went into it. You can't. lol?

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doomero Author
doomero

No, you cannot use cheats. This mod is very hard, you will die lot of times before defeat a level, that is normal on this mod. The real intention is try to beat this game without cheats. Is not impossible, but you need to be patience.

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DoMiNaNt_HuNtEr
DoMiNaNt_HuNtEr

Anyway to combine these missions with other gameplay mods, like Perfected Doom 3?

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doomero Author
doomero

no dude, is not recommendable combine with others mods.

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Azatoth027
Azatoth027

The enemy spawns need some serious rework. They appear right in your face most of the time and leave you no chance to retaliate or leave you with 10 HP if you are lucky enough to run back to cover. I suspected this would be a problem just looking at the gameplay trailer, you knew exactly where they were and what weapon to equip WAY before the fights. This is not a challenge at all.
Also what's with the fake letterboxes? It forces everything in 4:3 in a crude way.
Don't get me wrong, I like what you did. It feels like a Doom 3: ROE demake done right. But these two points put me off.

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SPY-maps
SPY-maps

I just did write my lengthy review and wanted to see if there were already other complaints and it seems that other people have just the same issues that i have with this mod. Like Aatoth027 above, couldn't have said it any better. As i said several times before, a mod maker may make exactly what he wants. But, i am so afraid that this has only grown over time. As i said before, you made this mod Doomero, worked on this for 9 months i believe you said which i believe emidiatly, (i know how much time and effort these things take). But, therefore you played it at least 1000 times. And that makes that you know exactly what to expect were, and only that way you are able to get successful through the levels. But, i am 100% sure that should you not have made it and played it today for the first time you also would say that it simply is unfair in enemy spawning and overall hardness. That you disable the cheat mode i do understand. But, at the same time will this make that people don't play it at all. They die the first 10 min. a 1000 times and then stop playing. So, your effort was in vane, at least when you want it to be played. But, i keep repeating myself here. Its your mod, so you may do what you think is best. But time will tell if the mod will be played. Would be SUCH a shame, because beside the game play difficulty this mod is clearly such a work of art and quality.

Leon

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doomero Author
doomero

You can go always with plasmagun, you have more possibilities of survive and you need to be fast, a minimal error will cost your life. That is my intention with this mod. A test of assay an error.

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Azatoth027
Azatoth027

Then I don't see the diversity if you are forced to stick with the plasma rifle at all times (which comes way too soon in the level progression by the way). I called it quits at the part with the two chaingunners, which is the prime example of enemy placement done wrong in this mod.
In the original Doom 3 game they are placed at mid range so you can actually engage in a proper firefight with two situations: surprising the player but with cover provided, and without cover but with enough distance to equip the proper gun and do a reflex kill.
There is none of that here, they just come out of the pillars and right in the player's face and start emptying their bullet belts, shredding the player in no more than three seconds. I don't see where the window of opportunity is, nor what the logic is behind that, and even if you survive you are left with about 10 HP if you decide to play normally and not with what you had in mind: you clearly equiped the grenades in the gameplay video, knowing that you had to lob it at the two chaingunners and kill them before they had a chance to initiate their normal AI routine. You know there is something wrong when the author himself has to speedrun/exploit his own mod to succeed.
I do understand what you are going for here, figuring out advanced tactics/exploits in a game is always thrilling, but when you strip down a game and only leave this layer of gameplay trying to figure out the author's intents is gonna prove to be a painful experience and people will quickly look towards another mod because as it is there is no fun. I wouldn't call it a die-and-retry kind of experience either seeing how close to no windows of opportunity there are. Looking at your smooth gameplay video, killing the player straight away on every encounter so he is forced to load a save and adapt all the time doesn't seem to be the concept you are aiming for, but that's what's gonna happen for people who will try this out and WILL be put off by the grotesque difficulty curve or at best put up with it until they finish the demo but won't return.

It's a damn shame because the level layout is there. Most sections can be used as a base for tight firefights just like in Doom 3. You just need to go back to the drawing board and think things over. Analyze enemy placement in Doom 3, see how each one is used given their abilities. Only then will you provide a challenging experience. Not just with a bunch of grunts thrown as a jumpscare or a shitbunch of pinkies followed by hell knights in a big room. Context does it all.

tl;dr throwing spawns at the player's face is not how you make a tight battle, each enemy has a purpose and a way to be used in the map. Use that.

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cortlong50
cortlong50

everyone bitching about spawns and ****:

get good.

i love it, keep it up.

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Guest
Guest

Can't extract file :\

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doomero Author
doomero

are you using winrar?

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Guest
Guest

no I use Winzip

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doomero Author
doomero

try winrar.

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Guest
Guest

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Guest
Guest

Winrar does not work. Still not extracting. Winrar says that the file is "corrupted".

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doomero Author
doomero

weird, but if the rest can play this, that mean the problem is from your pc. I have another link from mega, try this Mega.nz

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YasinTunca
YasinTunca

Can you a separate addon for the weapons ?

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sirleviatan
sirleviatan

por favor, subelo a Google Drive! no se por que pero no lo puedo descargar, gracias igualmente, se ve impresionante!

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doomero Author
doomero

subire otra version dentro de poco

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sirleviatan
sirleviatan

descargado y en curso, impresionante, una tercera expancion completamente nueva con lo mejor de dos mundos, gran trabajo, gracias en verdad.

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Slayerpole
Slayerpole

In Delta touch it sucks

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doomero Author
doomero

try on pc.

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popguy12
popguy12

I would give an honest review, but map progression was completely broken for me, hell, I couldnt even enter the first door on the first level. Normally I would have just noclipped through the door to progress since it was broken, but the damn anticheat script makes that impossible, and an attempt at commenting out the script in every place it exists didnt work either. So sadly, I cant review the mod, and I cant give it an honest critique.

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doomero Author
doomero

that is weird, but this mod works for gzdoom 3.3.2- 3.3.5

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popguy12
popguy12

Mhmm, and i did try it on those, along with tryijg it on some newer versions too, nothing seemed to actually work

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SomeRandomDoomPlayer
SomeRandomDoomPlayer

Can you make a weapons only version?

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doomero Author
doomero

i will upload another update soon with a new episode and less hard than before.

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grouchbag
grouchbag

Try using noclip and fly modes. Worked for me. Beautiful game too!

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DankMemere6969
DankMemere6969

How would i get this to load in delta touch

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