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Quo Vadis

   (4 reviews)
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About This File

First level is a fairly small entry-level type wad, but quite detailed. Recommended for experienced players (although full skill-level support has been provided). Second level is a command-center type level, with a lot of themes (sentry posts, dungeon, mechanical room, supply and storage room, waste storage area, barracks, officer's dining room, toilets, and of course computer centers). Third level is a mostly outdoor level, with arena-type areas and interesting architectural elements. You get to meet the big boys in this level; use them to your advantage. Quite challenging on Ultra Violent skill level (but fun, I hope). Read the accompanying story (story.txt) for more details. This file has all three parts of a 3-level series that fits the story line. Several puzzles, but none too fiendish.


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Guest

Unknown date

  
I agree with the first review. The very first switch I hit was not set on repeat. So if you miss the door that it opens the first time, you're fucked. Besides it looks worse than possible. 8/14/07

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Unknown date

  
Nice wad - cool Score:5 of 5

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Unknown date

  
Pissed me off, basically. The first level requires that you uncover a pair of switches in order to enter the main structure; you uncover the switches by running over a trigger line. But you'd never work out where the trigger line was unless you open the level in Doombuilder (or whatever), and with my version of Zdoom the trigger doesn't even work anyway. And I'll never know what the other two levels are like because I got angry and I had one of my turns.

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Unknown date

  
Map01 is fine - it just requires that the player not have ADHD. I played it no problem without looking in an editor. And if it doesn't work with the current Zdoom, then that is a port issue, not a problem with the wad.

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  • File Reviews

    • By Classicgamer6 · Posted
      An amazing hellbase style level mixed with a bit of cave exploring, utilizes ZDoom effects to create a nice atmospheric environment to play in. I played on UV and found the difficulty to be fair while still presenting a challenge in a few spots. Overall it's pretty good but could of ended a little better as I am not a fan of arena endings.
    • By Classicgamer6 · Posted
      Rather alright but nothing too special besides the spectral enemy gimmick and the marble theme.
    • By Classicgamer6 · Posted
      Hangar is a single GZDoom level that has one of the best uses of 3D floors I've seen. There really isn't much I can say about this level except that is just really solid.
    • By Classicgamer6 · Posted
      I have a soft spot for levels set in somewhat realistic facilities that also feature a light horror theme, however, what I don't like are levels full of what can be surmised as annoying monster encounters. Specifically what I find annoying are the monsters placed on UV which lead to rather poor level flow. This level does look good and has a nice custom song playing but the stock scream sound effects that play somewhat frequently do detract from this. Overall this is an okay level that could very easily be made good if monster flow was made better and the screams were played less often.
    • By Figgy McSquiggins · Posted
      I was loving it, had a fair bit of challenge. Every fight really put you to the test. Excellent map design, too. You clearly worked hard on it, and that is not lost on me. That being said, as soon as it hit whispering winds, I instantly hated it. It just devolved into finding one of 20 invincibility power ups, and spamming the bfg. Took all the fun out of it when you're backed into a corner against 100 barons, 100 revenants, 100 cacos, 5 cyberdemons, 600 imps, 250 zombie gunners, a spider mastermind, and 20 arch-viles that revive the fuckers, and all you can do is spray the bfg and hope invincibilty doesn't run out.
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