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The Gateway Experiments, or Doesn't The Military Ever Learn? Episode 1: Space Station Omega

   (97 reviews)
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About This File

The start of a new series of story-driven WADS. Read the manual for more information.


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Liked it a lot.

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Guest

  
Holy hell! This is a piece of you know what. I spent more time watching the opening cutscene and talking to people who had nothing to say than I spent with playing the game. Seriously, it can be completed in 3 minutes. Only good as a scripting tutorial. Don't know why it was included in 100 best wads. Gameplay over scripting, that's our lesson here.

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Guest

Unknown date

  
Fucking unskippable cut scenes AND could I fuck get the radio working... 0/5

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Guest

Unknown date

  
utterly annoying piece of shit. 0/5

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Guest

Unknown date

  
Very nice! Though you dont even need to kill the guy you can just press the switch. :D It's pretty fun though. 5/5

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Guest

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^to the reviewer a couple people up: "I will also say go in to the manual if you have any questions, chances are there's a section for your question in there..." if you fucktards are smart enough to download a WAD then i'm pretty fucking sure you know how to read the manual for one. ALSO: try reading the rest of the txt below before you bitch and moan. for 2003, this was great and still is. 5/5 - Bukkake

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Guest

Unknown date

  
good looks, yet deceptively enough, quite difficult to move on early in the game

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Guest

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One of the best Zdoom wads ever, remeber me Starship Troopers movie. Absolut 5 / 5. -BloodMarine-

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Guest

Unknown date

  
Man, this is awesome as all hell. Short but sweet and I love how you use (mostly) stock Doom 2 resources. Wish you'd do more! :| Ceeb, 4/5 stars

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Guest

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How to get the radio to work: 1.Extract the files from ge1-sso.zip. 2.Then you will get the gateway.cfg file. 3.Drag the two files,ge1-sso.zip and gateway.cfg and drop it on the zandronum or Zdoom engine.Then you will find the gateway experiments interface option in the customise control section.The "cycle choices" and the "activate choices" should be binded to G and h respectively.

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Guest

Unknown date

  
Nothing short of genius.

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Guest

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ok

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Guest

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Very Very nice. Reminded me of Unreal 2. Unique! 5/5

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Guest

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Tried this in latest Zandronum and ZDoom at time of writing (2014-05-23), followed instructions in enclosed manual, didn't work. I cannot pick up the radio communicators by touching them or pushing the USE key. Wish 0 stars meant "couldn't get it to work" instead of "vomit", I believe the reviews here stating it is indeed a fine episode with a unique feature (radio chatter with NPC), so I wish it had worked for me. :-(

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Guest

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One of the best ZDoom maps out there.

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Guest

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Best ZDoom single player map evar

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Guest

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To get the cycle keys instead of dragging the wad to zdoom, drag gateway.cfg. 5/5

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Guest

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Oh my god. This is truly one of the best wads ever made. :o

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GooberMan

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Dear above commenter, Have you considered contacting the author about your problems? A modernised version (pending a proper re-release) can be found at https://drive.google .com/file/d/0BwyzBGI W1RhvSGV6TjQ5N09pNkE /edit?usp=sharing (4 star average right now, voting 4 to maintain rating)

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Guest

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G = Use Radio or Next, H = Select. In Doom your ears are your friend. In this little map your ears can equally be your enemy as you try to discern between background ambience and real monsters. Its made easier sometimes when they teleport all around you :o) The storyline does slow down gameplay a lot and takes getting used to, but I enjoyed the change. Reminds me of Half Life. Some say its not Doom but if you’ve played tons of WADs, any variation is appreciated. 5/5 for quality. Hope the quantity follows.

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Guest

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Pretty darn good. Problem is, Where is the Sequel?

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Guest

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Awesome wad, I loved it. So... where's the sequel?

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Guest

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really neat, the design and the flow is magnific. my only complaint will be that the text changes automatically and sometimes you miss the instructions. would be nice to be able to change them manually like for example in the Zelda games.. lol

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I dont like it. Why? Well, I dont like all this story telling BS, thats why. Techically it may be one of the best, but remember scripts != doom.

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Guest

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5/5 very good its 2010 already where's the sequeal

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • 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.
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