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Equinox

   (163 reviews)
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About This File

'Equinox' is a 13 level wad. I mainly did it for the new graphics, sound and music. Go nuts.


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Last level is tough as balls. Didn't like the 53 archvile level but the rest were good.

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Amazing great textures extraordinary design with details at every turn I love this wad I highly recommend

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Visually stunning. Inventive design. Marvelous.

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pr0nz :DDDD awesome wad friend

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great levels

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Zero doom feeling. :( 2, 5 stars.

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Level 4's explosions at the end part were laggy but the levels had great hi-tech architecure.

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Relly cool looking map.

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amazing wad

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  • File Reviews

    • By Walter confetti · Posted
      Pretty good looking map in the visual parts, including some really neat light effects as well of some other cool looking touches all over the map. Too bad that the gameplay department doesn't hold with the look of the map, since is the most boring DM map i've played in a while, at least with bots. And that's a shame!
    • By Walter confetti · Posted
      A pretty fun map with a pretty well done texturing and theme usage, maybe the layout is too symmetric for modern standards? Overall, a very enjoyable experience.
    • By Walter confetti · Posted
      A map based upon a previously reviewed map "Hexen Morgue" with better layout and thing placement overall, but doesn't have the trident in the original map, kind of disappointing since i wanted to see that, it was the only nice part of the original map. There's two missing floor textures, missing textures for the surprise crushers and a player spawn in the ending room whit no exit? WTF? Overall, a nice change from the original.
    • By baja blast rd. · Posted
      Proxima Centauri's hot start throws you headlong into what is quite enjoyable combat for the time, a small sandboxy city brawl with imps and pinkies and hell knights and revenants after you, mancubi around corners, pain elementals to take out, and lots of roaming and sniping zombies of every type. That is the highlight, and it's all graced with cheesy sound replacements and James Bond music. The '90s.    It's plain-looking by today's standards but has character, and there's a nifty hyper-dithered nebula sky replacement, although fans of Downtown (lol) won't get their verticality fix. The progression is charmingly incoherent. Lots of random illogical random teleports from one area to another, a lot of what feel like secrets but are actually unmarked … wait you use that key where again?    The major fault is that the puzzly exploration parts are very divorced from the action. It's easy to kill 95% of the monsters before making much actual progress, since most of them are roaming about and demand your attention. Then you  end up with five minutes of teasing out what to do and where to go to exit, in silence, knowing you won't even get to use the extra "fake secret" resources you can find on much.
    • By baja blast rd. · Posted
      This is a riff on Computer Station that starts off unassuming, like a nondescript DTWID map with its uniform STAR* texturing and sparse, lower-tier opposition. But after a short while, it starts revealing that there is more to it.    The long vantages across its open spaces and the scattered opposition and the warped, jagged wall geometry result in a vibe of eerie desolation, especially when you spot monsters far away from you like ants, flickering momentarily in front of windows. In Memfis fashion, there is a recurring tasteful use of "sector gizmos": building stairs and falling platforms, and light pads that you need to step on to momentarily illuminate dark computer mazes. The design can be even more spare than Doom's, but what gives it a strong sense of place is the way areas are regimented visually into regions, with a convincing design logic uniting everything. Upstairs in the "computer station" region, there is a lot of STARTAN and STARGR, but this is surrounded, pretty much enveloped by an outer nukage-filled ring of grimier brown and green walls, which creates a neat structural-spatial effect. Exploration is more like taking a circuitous path through alternating habitats rather than traveling room to room to room. One of the big ideas inflecting that exploration is the use of radsuits essentially as keys, necessary for extended swims through nukage you aren't sure when will end, which spices up the light combat around it. I was reminded of Shotgun Symphony's desolation, although without that wad's immense scale, and certainly without its explosive rocket play. Controlled System goes more for a vibe of horror and dreariness, and doesn't try to match even Computer Station's intensity and use of packed monster closets.    The MIDI was not my favorite aspect of this -- it's kind of a droning, dull track, even though I see what the choice was going for -- but this was a solid 12-minute experience overall.
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