afterdoom deep space pursuit (preview)
- virgil the doom poet



Filename: adspp.zip
File size: 1.30MB
Author: Virgil the Doom Poet
Homepage: www.geocities.com/Virgil_32_0
Other work: Dark Castle, Ash to Ash


01: INTERCEPTION
Nice short opening map. Introduces the whole set well; being on a small ship, fighting a few monsters, dropping down on to a bridge and heading into the larger ship. Gets harder on UV (as do most of these maps!) with two barons imprisoned in the opening room....

C: 8 G: 8 E: 10 A: 8.5 T: 7 -- 83%
02: THE FIRST HORDE
And what a horde it is. 262 monsters on this map in UV -- a touch of 'throwing you in the deep end' there ;-) Quite a fun map on lower skills if you're not quite an AdamH. Ammo gets a bit short later on, however if you like berserking you're in for a treat.

C: 7.5 G: 9 E: 10 A: 8 T: 7 -- 83%



03: HANGAR CONTROL
The map's quite different from the previous two in its scheme; more silver and dark metal than before. Nice shifts of motif here and there.... Some rooms look absolutely lovely in JDoom, particularly the dark yellow key room with the arachnotrons and the archvile... prepare for a showdown with 4 cybs at the end on UV!

C: 8.5 G: 8 E: 10 A: 7.5 T: 6.5 -- 81%
04: OUTER CUBICLES
Short blasting map -- it does get a bit repetitive, opening twelve sleeping quarters and tripping a switch. Lots of rockets make this a quick task, mind. Have fun making the two spiderdemons kill each other at the end. Well constructed, but sometimes (especially at the end) a little bland.

C: 8 G: 7 E: 10 A: 8 T: 8 -- 82%



05: OUTER PERIMETER
Getting repetitive again... a lot of cramped spaces in this one. Not one of my favourites, but good for rocket/plasma exercise by all means. Texture scheme can get a bit boring after a while... However there are some nice wide open areas where you can kill to your heart's content.

C: 7 G: 7.5 E: 10 A: 7 T: 6 -- 75%
06: BLACK HOLE AHEAD....
What a map... some incredible heights visible near the start (that oddly seem to disappear with JDoom at some angles), lots of smoky space stuff, and of course the black hole -- looking very ominous with its event horizon being utterly black, black!! BLACK!!! The invisible boss firing plasma is startling and needs a lot of skill to be dispensed with.

C: 8 G: 9 E: 10 A: 8.5 T: 8 -- 87%



07: WASTE PROCESSING
Some nice bits, some not so nice bits. A very crowded staircase where it looks like the author tried to get as many lights into as small a space as he could does not help. A HR-27 type area later on with metal corridors containing cybers is good as far as pummelling experience goes (you get an invulnerability beforehand.)

C: 7.5 G: 8 E: 10 A: 7.5 T: 7 -- 80%
08: SEWAGE SECTOR 13
Wow... This is a short map, built almost entirely in metal, but it is very very well built. Nicely symmetrical design.... A tense cyber-fight in a smallish room is near the start, as is a large fight in the room seen to the right, later on. Well made, well planned, and thrilling combat. Am I repeating myself? ;-)

C: 9 G: 8.5 E: 10 A: 7 T: 7 -- 83%



09: LEGIONS OF DIS
Not a truly great map, it involves a lot of running around trying to remember what you did last. It ain't that memorable... it's got nice music though. I swear on my life I've heard that music before somewhere! Someone tell me what it is please...

C: 6.5 G: 7 E: 10 A: 7 T: 6 -- 73%
10: SHUTTLE LAUNCH FACILITY
Now this is good. Pumping heavy metal encourages you to go fast, the texture scheme is very light, it really feels like an airport or something like it anyway. ;-) Some well-made areas, like the pitch-black yellow key trap... I shan't say any more about that.

C: 8 G: 8 E: 10 A: 9 T: 8.5 -- 87%



11: LORD OF THE CACODEMONS
Short but furious map. The boss is the only monster on there -- a cacodemon that has more than it looks under its hide. Die damnit die, you oversized beachball! :-p Not much actual map there, but what is there is well made -- an impact crater with your ship the centre of it, and expanses of metal foundations everywhere. Distant buildings sit on the horizon with their baleful lights glowing... superb.

C: 7.5 G: 7 E: 10 A: 9 T: 6 -- 79%
12: RESIDENTIAL ZONE 8
A repetitive map. But it looks nice, with the numerous houses organised into a neat grid... heavens, I wish Virgil had been in charge of local housing plans. ;-) Sometimes it gets annoying, where you can't open a door because you've missed a switch in some building that you forgot... the 'M' button really comes in handy on the automap.

C: 8 G: 6.5 E: 10 A: 8 T: 7 -- 79%



13: CIRCUITECHIA
Hmm... what an odd map. It's very big and hard, and a highly futuristic homage to Doom2's map13. Some bits look very good -- particularly the streets. One or two areas don't look so good, like a secret area with an endlessly repeating computer texture. Watch out for lots of shotgunners around the exit. A nice way to sign off a preview WAD, I reckon.

C: 7.5 G: 7.5 E: 10 A: 8 T: 7 -- 80%

verdict

Pros: Superbly crafted set of futuristic levels, a hell of a lot of detail
Cons: Extremely hard; not for the fainthearted. Blasted sounds (see below)

The only things I'd complain about are two sounds that are in the WAD
for some unknown reason. They are: whenever you leave a menu, it goes
goes "Some people say I've got a problem, some people can just f**k off
back home." This gets very irritating after the first eight playings. Also,
the much lesser heard extreme death noise of the player, referring to
goats and 'you really whizzed it'. Aside from them, the WAD is a very
good value download, considering its small size. A lot of play value
in it. (Much of this review will be coming back when all of ADSP is
released)

Construction: 77.7%
Gameplay: 77.7%
Error fixing: 100%
Aesthetic: 79.2%
Thing placement: 70%
Overall: 81%




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