Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

PHOBOS: ANOMALY REBORN

   (186 reviews)
Sign in to follow this  

Guest

About This File

An episode replacement for E1 of Ultimate Doom. The story is included in Story.html


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Guest

Unknown date

  
amazing looking levels. best played with IDDQD and IDBEHOLDA

Share this review


Link to review
carnival-diablos

Unknown date

  
Not the most enjoyable WAD I've played gameplay-wise, but it's worth playing just for the sheer level of detail within the levels. The visual work here is admirable and inspiring. It proves just how impressive the Doom engine can be in the hands of some people.

Share this review


Link to review
Guest

Unknown date

  
Best episode ever.

Share this review


Link to review
Guest

Unknown date

  
I've played Lutz's Inferno episode and I thought that was good. And just look at his E1, this wad is simply Stunning.

Share this review


Link to review
Guest

Unknown date

  
This is amazing. The vehicles, though unmovable are awesome.

Share this review


Link to review
Guest

Unknown date

  
I bow down to the detailness of this shit.

Share this review


Link to review
Guest

Unknown date

  
The detailing is unquestionably awesome, and I found the gameplay to be good enough. 5/5

Share this review


Link to review
Guest

Unknown date

  
It's all perdy like.

Share this review


Link to review
Guest

Unknown date

  
Best ever. Learn from it's genius. -N

Share this review


Link to review
Guest

Unknown date

  
5 stars, for all the deatiling effort, although I must admit that the actual playthrough was a bit much for me as the levels are, well, hard to navigate, and the also unlike COD, which felt more complete and integrated, this one is a bit showy for my tastes, lets just say that detailing is a bit overkill, that's all. For lovers of beautiful architecture. -TeH NeXuS

Share this review


Link to review
Guest

Unknown date

  
Uber Cool :D

Share this review


Link to review
Guest

Unknown date

  
This is absolutley Amazing, get it now! A rating of 5 Stars. -PC

Share this review


Link to review
Guest

Unknown date

  
This has to be the most detailed wad that I've ever played. But Doom graphics are not the prettiest and therefore making the levels extremely detailed is a waste of time. Is it the most atmospheric? No. 3057hub1 is more atmospheric for example. Does it have superb gameplay? Well I got lost in the first 3 levels and I fell of the train several times because of the extremely narrow routes. That wasn't fun. Anyway I commend the author for such an incredible effort. 4 Stars --- Starburst.

Share this review


Link to review
Guest

Unknown date

  
Amazingly details levels. Too bad I gave up when I couldn't find any keys on the first. - The Big Robb

Share this review


Link to review
maggotjoe

Unknown date

  
Great build low amounts of monsters bad fights scarce ambushes

Share this review


Link to review
Guest

Unknown date

  
A very good episode 1 replacement, detail is totally uber. If Doom could handle this sort of detail back in 1993, it would be even more t3h p4wn and t3h h4x. Doom's (lack of) monster variety hurts it a bit, but otherwise it's about the best you can get for "classic" Doom E1 gameplay. I found myself staring at the details for too long :-p 5/5

Share this review


Link to review
Guest

Unknown date

  
As others have said, the gameplay needs a little tightening in places. The difficulty bounces about like a hyperactive ten year old frog on steroids and the maps are a bit too large. With frequent backtracking being a necessity, they can often outstay their welcome. However the mod excels in terms of attention to detail and atmosphere, with great lighting, beautiful faux 3D floors and tight texture work. Overall a well deserved 4 stars.

Share this review


Link to review
Guest

Unknown date

  
E1M5 and E1M6 are some of the best looking maps I have ever seen. 5/5 detail, 4/5 gameplay (the Barons in E1M2 and E1M3 are somewhat annoying when you only have the shotgun to kill them) - Belial

Share this review


Link to review
Guest

Unknown date

  
shit all over my head !! this is good

Share this review


Link to review
Guest

Unknown date

  
SUPER LEVEL DESIGN!!!!!!!!!!

Share this review


Link to review
Guest

Unknown date

  
P:AR is a very clever mapset, with gorgeous environments, lots of technical tricks and impressive functionality. You'd be hard-pressed to believe it isn't a ZDoom mod, when playing in ZDoom. Later levels are also quite fun to play, but the train level and before I'd say were more style over substance. SubP:AR, which is a good pun if ever I saw one, is definitely to a lower quality but I would point out that it is kind of fun. Anyway, ignoring SubP:AR - 4* -Phobus

Share this review


Link to review
Guest

Unknown date

  
At some points in E1M5, I swear that had to have been Doom 3. Utter genius. 5/5. --Woolie

Share this review


Link to review
Guest

Unknown date

  
The level remakes would have played more enjoyably and looked a good degree better had the author made more texture/flat changes and less sector/vector based ones. Many effects look somewhat ugly or flaky and/or make navigation tiresome. Still, it was an experiment and evidently quite an effort in craftsmanship. The Gothic parts at the end actually look mostly better because they don't strive so painfully for realism. [3/5] ~Chain Mail (11/2007)

Share this review


Link to review
Guest

Unknown date

  
Great wad. Very detailed. i love it with Risen3D I can't find the blue key in E1M1.

Share this review


Link to review
Guest

Unknown date

  
hey, they were joking. its purdy.

Share this review


Link to review
  • File Reviews

    • By Arrowhead · Posted
      Not at all bad. Quite a good time on UV. Most of the fights are against fodder type enemies - you rarely feel in danger at all throughout the entire level.   Map has a couple good traps, but most of the encounters are "groups of enemies standing in rooms" type encounters...   Not horrible, feels like an early map by this author, as if they were still trying to get their footing. Give this one a try, if you want some older 'classic' style gameplay.
    • By Arrowhead · Posted
      The spidermastermind fight was fun - I had to get it to infight w/ a caco, in order for me to slide by and get the red key.   The map was easy to navigate, but was not much to look at. The map is very bland in its texturing theme, and architecturally, does not resemble an average  level from 2008. This visually looks like a map from a far earlier mapping period. Lots of 90-degree rooms, and very simple geometry.   Even w/ all of this in mind - it was still an okay 4-5 minutes worth of fun, even if a bit of a drab experience...
    • By Arrowhead · Posted
      If this is really the author's first map, then I am very impressed! Some great architecture in this map - feels like you're deep behind hellish lines. Combat is very easy - which is to be expected of a map designed to be in the map01 slot. The map is a bit linear, but that is to be expected from one's first foray into mapping.   I really really like the way this map looks, I only wish it was a little more difficult!   Worth a shot to see some decent hell architecture!
    • By Arrowhead · Posted
      A very simple map w/ very simple combat. The entire arena consists of 1 circular room outdoors, w/ a single pillar in the middle. This pillar will be your only cover in this entire map.   There is an absolutely massive amount of ammo inside the pillar. One simply doesn't need this much ammo for 48 enemies. You can get  some cool infighting going in this map, if you rush and press the switches right away. Things can get quite crowded if you don't slay the two pain elementals right away. Gameplay essentially consists of 'circle-strafe to win' - as there is far too much room given to the player to manoeuvre.   Unfortunately, this map lacks an archvile. I think an archvile in that final wave would have really made this map more fun. The final 'wave' is a little anticlimatic, if you've been playing Doom for any length of time.   The level is also very basically textured - some differing texture usage would have been nice. As it stands, the map is very grey.   The level initially took me just under 4 minutes to UVMAX. I then tried to beat the level as quickly as possible, and got 28 seconds.   This level is also interesting for having been made w/ a very old Mac map editor, Hellmaker.   This map is quite fun for a quick sub 5 minute romp! :)
    • By Pseudonaut · Posted
      A fantastic wad, probably the single best full 32-map megawad to receive significant "mainstream" recognition. It contains no shortage of clever, memorable combat scenarios, like the puzzle at the start of map17 "The Womb", the archvile invasion at the end of map32 "Postcoitus Doom", the incredibly overwhelming and under-equipped pistol start of map29 "Go Fuck Yourself", many of the fights in map25 "Proxyon", etc etc.   Much has been said about the difficulty of this set, and for good reason, but it actually spends quite a lot of time easing the player in. The first 5 maps or so in particular are surprisingly accessible, hardly if ever exceeding the difficulty of Plutonia even on UV. And even at the peak of Sunlust's difficulty later in the set, it isn't as extreme as sometimes claimed; some have mentioned the textfile's joking that UV is designed for ubermensch doom-gods and taken it seriously, but it's an exaggeration by the authors' own admission in sunlust_extra_info.txt. Yes, the fights in a map like "Proxyon" are pretty far beyond the difficulty of something like Plutonia, but nothing insurmountable for those with significant slaughter experience. In case the player lacks such experience, difficulty settings are fully implemented and are implemented well.   One particular reviewer has claimed, strangely, that Sunlust "eschews complex encounters". Implied in this statement is that complexity is necessary or necessarily good, which normally I might challenge in more detail, but there's no need in this case: Sunlust has the most complex combat encounters of any wad of equivalent popularity. This wad has tons of content from which I could pick out examples, and I've decided on the final fight of map24 "Dying on Cue", an enormous arena where a giant conveyor carries into the battlefield an army of imps followed by hell knights followed by revenants. From the sides, many cacodemons and a few pain elementals float in. It is a common trend in slaughter fights that maintaining space to move by killing the right enemies needs to be one of the player's top priorities to avoid being overwhelmed, and this fight is no exception; both the caco/PE waves and the demon army on the ground are significant threats in that regard (turning off 'actors are infinitely tall' is cheating, by the way). The imps are higher priority in this fight than one might expect because killing them is the fastest way to create space to move, but attention to the other threats is also necessary unless you want tons of lost souls added to the already troublesome flying enemies. The revenants' presence isn't felt until near the end of the fight, when the imps have been worn down, but there will be a horde of hell knights left to use as a giant meatshield for the revs' homing missiles. There's a lot going on in all that chaos, and writing about it doesn't do it justice, but hopefully the point is made. Another brief example: the start of map29 "Go Fuck Yourself", where the player actually has quite a lot of options for progression, and every single one of them is nasty. In any case, even if these encounters somehow don't meet some arbitrary complexity standard, it's hard to deny the fun of figuring out how to dismantle them and eventually succeeding.   Bizarrely, it has also been claimed by the same reviewer that Sunlust features some sort of mindless BFG-spam gameplay, leading me to suspect that he or she played with IDKFA. Nevermind the suggestion that any gameplay featuring BFG-spam is mindless (it isn't); truthfully, even the most BFG-oriented fights in Sunlust will require you to be mindful of your cell ammo, even if you aren't pistol starting each map, and you can't afford to simply hold the trigger down for 30 consecutive seconds like you can in some actual BFG-spam maps (many of which are actually good, by the way). Instead, a few well-placed BFG shots will go a long way.   That digression aside, Sunlust is basically mandatory. If you haven't played it yet, it should be high on your priority list, even if you have to start on HMP and finish on ITYTD.  
×