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Atomic Tomb

   (27 reviews)
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About This File

A level for Ultimate Doom + a port that will up the vis-plane limit and is compatible with boom. Main focus was on single player + co-op, but there is some very good DM support.

Story: Shortly after Deimos vanished, the hellspawn appeared on Mars and Earth. Blah Blah Blah, you are a private UAC marine stationed on Mars, and your buddies are gone. Grab your shotgun and take some of the uglies out!

Oh and you never can have enough computer screens eh?


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Nice level, kept me focused at all times. Def worth a playthrough. 4 stars. -TRRobin.

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Unknown date

  
Fairly kickass combat-oriented map.

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Unknown date

  
Grade A 5 minute UDoom map. Small, quick, has 1 nice fight. 4/5 - Belial

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Unknown date

  
Super action and the design is good too. 4/5

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Unknown date

  
this wad flows far better then most, not being clogged up with an overabundance of doors and switches. 4.5/5

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Unknown date

  
Too short to be legendary at all but a very solid playable map.

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Unknown date

  
An entertaining map that only takes a few minutes to finish; there's one good ambush and a berzerk fight with some invisible demons. Are there any greater pleasures in life than Doom's berzerk fist? Dancing around the imps, playing with them, and then punching them into goo? I believe the berzerk fist is the best weapon in a computer game evah, better than Elite's mining lasers and the circle-laser from R-Type.

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Unknown date

  
Awesome gameplay on a smallish map, reminds me of Scythe levels even though this came first.

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Unknown date

  
Really fun map. It takes place in a well detailed, small area and is just overall very pleasing. Easily 4/5

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Unknown date

  
A huge map and plenty of monsters, the design procurs some good moments of fun. 4/5

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Unknown date

  
Another solid map by Brad Spencer. I love the chaotic gameplay in this one, it might be short but it'll be 5-10 minutes very well spent with no filler. 5/5 - DeathevokatioN

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Unknown date

  
good detail, good gameplay, good music, good map 5/5

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Unknown date

  
Good, but not one of the 10 best 2000.

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Unknown date

  
This excellent map has a few intense fights (one of which I beat without the invulnerability and plasma gun that was provided, because I entered from the wrong side), without being excessively difficult. The spectre scene where you must use the berserk pack caught me off guard, as I try to avoid melee range whenever possible. Could stand to be, as the text file says, "overloaded with slants and crap" some more, as it is rather sparse on details. Recommended. 4/5 --Woolie

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  • File Reviews

    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
    • By Zalewa · Posted
      If you want something that looks uncomplicated but fair looking, easy but not uninvolved, non-linear but small, somewhat blocky but still good architecture and very quick to beat without ever saving throughout all 9 maps then this is your WAD. I played it, I liked it. Design themes stray towards the original E4, but are not exactly the same.
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