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SYMOPLAN.WAD

   (6 reviews)
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7 Screenshots

About This File

This is the prequel to SYMOSHR.WAD, where my shrine was taken over by hellspawn. In this scenario, you are taken to one of my chemical processing plants that Hell has occupied, probably for a spot of cybernetic experiments on the ex-staff.


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Unknown date

  
I just completed a UV Max demo on this map (so can confirm that it is possible!). It's fun, and pretty tough - health and ammo are quite tight, and the power-ups in secret areas are very useful. UV -fast would probably be a bitch. I don't know what the story is with the guy's face that is used as a switch, but never mind. - Grazza BTW: I previously gave this map a vote (4 stars), and am now adding these comments - hope this doesn't skew the overall rating.

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Unknown date

  
This is dated March 1996. It's the sequel to id=11962, which was horrible. Is this one any better? A little bit. The design is intricate and non-linear (although ugly), and there's a decent lot of action, but it has a chronic dearth of ammo. I wasn't fond of the idea of using fairly anonymous wall textures as switches either. Despite the non-linearity, you'll run out of ammo unless you do it in a specific order. It annoyed me more than it entertained me.

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Unknown date

  
new textures...but too hard

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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