Sigil

Sigil

released on May 31, 2019

Sigil

released on May 31, 2019

A mod for Doom

The Sigil Megawad is free download created by John Romero for the original 1993 Doom. It contains nine single-player and nine deathmatch levels. The free megawad will be released in mid- May 2019 and requires players own the original 1993 registered version of Doom in order to play. The SIGIL Megawad is the spiritual successor to the fourth episode of Doom, and picks up where the original left off.


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I've played a decent number of Doom WADs in my time, and they almost all run into the same problem for me: excess. 32 levels, slaughter maps, maps with 500+ enemies. I personally find this style of WAD to be completely exhausting, and even though I've overall enjoyed some of them (others not so much) I still tend to walk away feeling like I would've preferred things scaled back a notch or two.

So then comes Sigil, designed by John Romero himself and only 8 levels long, which I can honestly say is the most refreshing bit of Doom I've played in quite some time. Instead of massive hordes Sigil relies on clever enemy placement, deliberate resource allocation, and unique level design to challenge the player in ways I personally find to be 10 times more engaging than most of what else I've played. Sigil is hard, don't get me wrong, but I never felt like it was being cheap or repetitive. I was actually a bit hesitant going into this since it's only Doom 1 monsters but Romero really knows how to do a lot with so little, I'd forgotten there was a time when Cacodemons could feel like a legitimate threat.

Of course I couldn't sing the praises of Sigil without mentioning the stunning visuals or rocking midis. I've heard great things about the Buckethead soundtrack and I'll definitely check it out sometime, but it's got some stiff competition. I guess if I had anything to complain about I'd say a couple of the levels were a bit too dark, but given the insane amount of visual options most source ports have today it's almost not worth mentioning.

Sigil was a blast from start to finish, and I think it's awesome to see Romero return to the game he helped create and show everyone he's still got it. Can't recommend it enough.

I loved the level design of Sigil. And the hellish environments. Sometimes it was almost too dark, but it's awesomely designed and straight to the point. Surprisingly, the enemies aren't so many, but they are very well placed. A joy to play.

(Played on Quest 2 via QuestZDoom)

Not a bad replacement fourth episode for the original Doom by any stretch- it's definitely better than Thy Mid Consumed. I liked the gimmick of having to search around for the weird floating eye things and shooting them in order to open up the way forward in many cases. I just wish some of the maps weren't so damn dark and a few sections (especially in the later half of the episode) are overly obtuse.

I'd rather go to hell than playing Doom II again, so here I am, playing Sigil, a new chapter for the first game, created by John Romero, and since it got a standalone release, I decided to log it and give it a review.
Romero's levels for Doom 1 are the best ones, in my opinion, a perfect balance between exploration and challenge. This game design is pretty clear in Sigil, well, at least for 2/3 of the game, unfortunately there are 3 levels that really suck, being confusing and labyrinthic, which is a shame, but there are still 6 other great levels.
There aren't really any other additions, such as new enemies or weapons, which would be excellent, but an understandable abscence.
Soundtrack fucking slaps, truly, play it with headphones, it's better than the original tracks.

DOOMATHON entry #2/20
List: https://www.backloggd.com/u/Mariofan717/list/doom--quake-campaigns-ranked/

For my Doom marathon, I decided not to go in strictly release order, but to instead play all the official content for a given game in release order before moving onto the next. Seeing as Sigil is one of the add-ons featured in the 2019 source port of Doom and is designed by Romero himself, I seemed like the best next step after Thy Flesh Consumed.

Romero's work on Knee-Deep in the Dead was probably the highlight of the base game for me, serving as a silky smooth introduction to the world of classic Doom that still had plenty of personality despite the relative lack of complexity. As the semi-official fifth episode, Sigil strikes a great middleground between the fundamentals nailed in KDITD and the often comical complexity of Thy Flesh Consumed, making for some really challenging maps that can be fairly frustrating at times, but have a specific design language that had really clicked with me by the time it was over. There's an greater emphasis on large scale environmental puzzles and lava floors that limit your movement options, allowing for combat that revolves more around environmental factors than anything in the base game. I also really enjoy how visually distinct this aesthetic of Hell is from episodes 3 and 4.

If I wasn't a save scumming coward, this episode probably would have proved too much for me to handle, but because I have no shame, I was able to see it through to the end. A highly worthwhile addition that's well worth checking out and has thankfully been made available on all modern platforms by the source port.

Really solid level pack! Doesn't really do much that other Dooms haven't, and it is pretty damn short, but still this was a good, well designed romp