Doom WADsâ Roulette (1995): The Enigma Episode
We have reached the last WAD from Doomworldâs 1995 roster of the best WADs. Now, prepare yourself⊠FOR CONFUSION!
#8: The Enigma Episode
Main author(s): Jim Flynn
Release date: Around 1995
Version(s) played: 2.0
Levels: 9
The Enigma Episode is a pack of levels that were released earlier for Doom 1 by Jim Flynn, ported and remastered for Doom 2. The author would later create the series of Titan maps (two of which ended up as Master Levels) and co-create the Boom source port. Now, before Iâll start, Iâm letting you know that I didnât play the original versions of these maps (duh), so Iâm reviewing the ones from the WAD as if they were their own thing. Now without any further to do, letâs talk about The Enigma Episode.
Look, guys, Iâm not gonna deny⊠This WAD looks fucking bonkers. Each level looks better than the last. I wouldnât believe most of these maps were from 1994 if someone told me. I also like how Jim utilized textures with the Mandelbrot sets on them. Just look at some of these:
While the WAD looks gorgeous, its structure is⊠hmm⊠how to put it?
From what Iâve seen, that is this WAD and the Master Levels he created (in the latterâs case I watched it on YouTube), Jim had a tendency to make the levels⊠very complicated to say the least. Half-a-time the challenge was not from the monsters themselves but from figuring out how to pass to the next area. And sometimes, unfortunately, it was kindaâ bullshit. There were cases where you have to press the unmarked wall to progress further, something that nobody casually playing for the first time would think about it. The worst case is in Triplet, where to get out of the red key section you have to press a switch that is placed beyond the unmarked wall.
Because of this switch alone, I spent over half an hour (at least, thatâs how I remember) to finally finish this map. There are also other ones like that, like the corridor to a dungeon in The Citadel that is placed next to its entrance but I would be here forever. Just take a note that it happened around once per map so it wasnât all horrible.
As for the stuff I liked: I like how the previously mentioned Triplet was like three smaller maps and a hub level in one, I like how you start somewhere else before you see the titular Citadel, I find the layout for The Wheel interesting for its minimalism. There are definitely stuff to like about these levels. You just have to go through some of the more annoying puzzles.
What about fighting monsters? Is it as hard as Jimâs puzzles?
No, itâs not that bad. While itâs harder than the vanilla Doom in that department (I think I actually died during my latest playthrough), fighting demons was an easier experience than the puzzles Mr. Flynn created.
So, to summarize The Enigma Episode, itâs a mixed bag with more positives than negatives. Sure, there are puzzles that can go fuck themselves but the balanced fights (I didnât really mind hitscanners this time) and the fact how amazing this WAD looks by â95 standards are worth going through the rougher parts just to get to the good stuff.
Well folks, we did it. We have finished the year 1995 of the best Doom WADs. Iâm still pissed that I couldnât properly play Obituary on GZDoom but still, in spite of their cons, I had a great time playing almost all of the WADs.
But before we will move one to â96, we still have three things to discuss related to Doom. The first thing - award ceremony.
Thank you all for reading, and see you next time.
Bye!













