Doom WADs’ Roulette Bonus Round: Dante's Gate
Alright, folks. We have a very long way before we come to the 2012 roster, so hear me out:
In between reviewing yearly rosters of WADs, I started checking out other WADs that weren’t part of Cacowards and the Top 100 WADs of All Time before them; usually the ones reviewed by MtPain27. After a while, I have realized that there are a lot of WADs related to the ones from Cacowards and the Top 100, so I decided to review those as well. And with just the 1990s, I have a couple of dozen for now to check out. Today, we will be kicking off the (slightly) reimagined bonus rounds with-
B94.1: Dante’s Gate
Main author(s): John Anderson (Dr. Sleep)
Release date: May 17th, 1994 (original version)/February 21, 1996 (version 2.5)
Version(s) played: 2.5
Required port compatibility: vanilla
Levels: 1 (MAP02 replacement)
Yes, I kind of restarted the numbering of the reviews. I put the old ones in my computer in the archive folder to not get confused.
We kick off the first review with the WAD related to my very first WAD review – Crossing Acheron.
Dante’s Gate was the first map in the WAD series called Inferno – basically, the series is based on Divine Comedy. It was created by John Anderson (I’ll talk about his further work later).
The plot of this map takes place after the original game and references the original book up until Dante reaches the gates of Hell – your buddy disappears, and some beatnik shows you the way to the warp gate that the former was nearby.
With the plot out of the way, it’s time to see how this series has started.
The map is mostly brown; I feel like at least 50% of it is made of brown textures. It might sound shit, but I don’t think it is. But textures aside, I think the map looks kind of good for the 1994/96 standards. Remember that it was made before the proper foundations in the WAD making were formed.
Dante’s Gate didn’t feel complicated to me. It might be kind of mangled, but the future shown that it can get much worse.
I find it kind of annoying that the door that leads to the blue key is marked as secret.
On the other hand, it’s kind of cool how the yellow key changes its position if you play on Ultra-Violence or not.
The map was kind of challenging, I guess? A part of me wants to say that some of the fights were cheap, and yet I didn’t feel like that when replaying the map. The weapon placement felt weird to me, though.
The only bug I’ve found was the good, old secret sector too small to step on.
Dante’s Gate was kind of a good map. It feels like a big mess sometimes, but for the 1994 standards, it’s kind of cool to play.
After this map, the Inferno series went slightly nuts to say the least – the second map was the only one that was uploaded normally (I remember having rather fond times with it); maps 3-7 became a part of Master Levels for Doom; eighth one became And Hell Followed from Episode 4, and the ninth and final one was never released, which is kind of a shame.
Next WAD on the list will be a little jolly… even though I don’t feel like that at all.
Rest in peace, Dr. Sleep.













