Breach for Doom2







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Title : Breach
Filename : breach.wad
Release date : 2017-12-29
Author : Viggles
Email Address : [redacted]
Other Files By Author : Brigandine (2017 Cacoward winner) and a handful
of enthusiastically bad deathmatch wads from the
early 90s.

Misc. Author Info : Iím an iOS developer for a living and make
Boxer (, a DOSBox emulator
port for OS X. This was my first Doom map in
about 20 years.





Review by Bob Larkin





            No map is perfect in terms of gameplay. This one is no exception, but it is really, really close. What brought the score down was that the beginning of the map (before you get the yellow key) was relatively easy on UV and after clearing out the yellow room I had a bit of difficulty figuring out where I needed to go to proceed in the map. It was a lucky leap off of a platform that finally moved me forward in the game. The author, whom I think you should all bow to for creating this work of art, was generally pretty straight forward as it relates to how you moved through the map, except for this one time. It was a minor inconvenience at most. Aside from that, the gameplay really flowed with the map design itself (we'll get to that in a moment) playing a large part in how this map played out. There are MORE than a fair number of badasses to go around in this map and at the beginning I was thinking I was going to skate through this thing - lots of ammo and health - nothing too tricky. Then came the yellow key and there went THAT delusion. lol. Great job!












I wish I could give this a higher score. This map redefined my idea of what a "10" is as far as  map design goes. I mean, I'm pretty good with map design but I don't know that I could give any of my maps, even Bloodworks, a 10, after playing this absolutely astonishing map. I believe I read in the text file that there may be a sequel to this or a continuation, if you will. Let's hope so. As you can see from the screenshots, it is not hyperbole to state that this may be the best designed map I have ever played and the pictures cannot even BEGIN to display the intricacy and exactness to every conceivable detail that went into this map. If I had to use only ONE word to describe the overall look and design of this map it would be this one. 





I may never ascribe a "10" to any level again in my life after playing this. For someone to receive that HONOR, they will have to be able to put out something as intricate and well designed as Breach.








HELL YA I'd play this map over. What an accomplishment this is. I can see why Brigandine was a Cacoward winner. If this is the type of work that this guy puts out, let's hope he keeps mapping for a REALLY long time.

Hmmm - where have I seen something similar to THIS before? (see below). Ah yes, I used cages hanging in suspended space in Mitnal. It's all coming back to me now. lol - This section was really well done and designed, like the rest of the map!








By the author


Description : Sprawling techbase medley with surreal interludes
in hell. Assume the usual twaddle about
teleportation research gone awry.

This was an exercise in using the original Doom 2
textures and specials to build something very
modern: with intricate spaces, long vistas and a
bunch of half-assed environmental storytelling.
Inspired by No Rest for the Living, Visions of
Eternity, Vaporware Demo and Metroid Prime.

(This represents about half of the map I had
planned before I hit the seg limit; I may finish
the second half at some point before the Earth
finally plunges into the Sun.)






























































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