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System Vices

   (24 reviews)
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4 Screenshots

About This File

Systems have always existed for the benefit of someone or something. And although somewhat perverted, vices also have always existed for the very same reason. The two are usually in opposition to each other. But when systems and vices are in agreement you either have total chaos or utopia. In this story it is a combination of both. On the surface and because of your upbringing it would appear that it is chaos which rules. But to inhabitants of Sverre, which is where this story takes place it is in fact the other way around. Utopia to them it would seem is to hunt and be hunted. They have no family ties and are not naturally affectionate. They derive pleasure from killing and creating confusion. I must warn you that this creation of confusion is going to be your greatest obstacle. Things are not always as they seem and it is not only your job to hunt and be hunted but also to test the waters as it were to see if you are really true to your own beliefs. In other words... Who's side are you really on?


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galileo31dos01

  

Done with these settings:

 

- Crispy Doom 5.2.

- Ultra-Violence.

- Continuous combined with pistol start mindset.

- Saves every 10 minutes or so.

 

Pretty interesting for a very old partial conversion. It appears to be an incomplete release of what could have been a hybrid megawad/two-episodes wad, which is a shame because there're tons of cool new features. There's a story behind this mapset in the text file for enthusiasts of science fiction, something in the line of an utopia and the reality, the ideal world for the "inhabitants of Sverre" is what the player sees as chaos, and they have to decide on which side are they on. It's downright about dooming the planet's creatures, nothing outside the ordinance, but I guess a little bit of projection adds to the atmosphere: since they live from killing, you'll have to adapt to their ideals, even if that means to abandon yours. Anyway, aside from my vague interpretations, there's some understanding of the story in the visuals as you travel through buildings, caves, mountains and a spaceship. Texturing is generally decent, I really liked the deep blue water and grass textures as well as trees and little details here and there, like the damaging sector in the cavern map, hard to see though. The first view of the spaceship's interior is neat, the cavern's connections too. There's plenty of weird/nice new sound effects, and apparently more custom music than maps though, one more reason to wonder what the author used to have in mind for the rest, they all sound particularly fitting. 

 

As said above, visuals are solid as long as they give you a clue of where you are. The layouts however, not so much. I did appreciated the distinctive floors simulator in the last map, for example. It's the way the maps interact with progression. I wouldn't call them "puzzles" exactly, but it's important to explore the most of the maps if you want to complete them. Even more from pistol starts, which are doable but possibly not what the author thought of. Things like the slow tall lift in map 06 which you'll have to take more than once to grab resources, or the boring mini-rooms in map 04 that don't have a purpose whatsoever, could maybe bring down players who chose to start each map separately. It's kind of unbalanced, if you consider in the first map you can drown in ammo, but some of the later levels require some weird decisions in order to kill everything. On a positive side, maps take little time to solve and your only obstacle will be to identify mandatory fake walls and secrets. The combat doesn't precisely pose any real pressure, that is if you take a good look of the new sprites. Of all of them, the pinky/spectre replacement is the most outstanding, a sort of carnivorous creature that chases you underwater. It's a bit of a dickish design, specially the "spectered" version, since they aren't visible until they emerge to bite you, but still a cool concept. Another interesting sprite is the floating parasite, in the place of the lost soul. There is a (dead maybe?) version too. It didn't take long to realize they explode from a hit, much like barrels. Weapons have a new form too, their behavior is the same, and they're decent in general. I assume because the mapset is incomplete, not all of the beasts make a presence, and some barely register. A pity, but what can we do...

 

Secret-wise, well it's an obviousness to say a few of them are intentional to exit the maps, that used to be a common design choice in the earliest era of mapping. My advice is to check the automap frequently, and treat walls as if they aren't all solid. It's nothing too intricate, though. Also expect the unexpected, because a few require to walk on a certain linedef or push a random wall, I could access some and others not. The content inside of them was, surprising.

 

Overall, it wasn't that bad, as a partial conversion it offers some decent content, to say the least. I don't know if to recommend this thing, it hasn't aged well at all, and it obviously failed to become a "classic". However, fans of old-school story-based wads could have a good time, I suppose. Anyways, my rate is 5/10.

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doomedwarrior1981

  
4 stars for the new music and graphics however the levels aren't that good for example in one level I couldn't find out how to get to the yellow door so I had to clip to get out of the level I mean I had the key but the elevator button wouldn't make the lift go high enough so as a result I had to cheat. Monster placement wasn't that bad though

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Guest

  
Nice try, but not as interesting. ~1/5

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Guest

Unknown date

  
It's a sort of early mini-TC; the date is 2003 but it must be earlier than that, I guess 1995 or so. The graphics and sounds are very good for one man for 1995 (the pickup sound has been used a lot in other wads). The levels are a bit dull and there are lots of tedious switch/key hunts, and as one of the reviews says level four is where your patience will wear thin (the design is reminiscent of one of Unreal Tournament's best levels, but larger).

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Unknown date

  
There's no need to guess about the date: it was April 1996 - see the wad's date-stamp. (2003 is just the year it was added to the archive.) Great and highly imaginative wad, with a lot of creative areas and features. There's a sort of plot in the background, that kind of binds things together in a weird sort of way. The new music and graphics were greatly appeciated by the Doom comminity back then; they were used by a lot of other mappers. (Better than the modern trend of just stealing resources.)

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Unknown date

  
Some ok new graphics, some not so good. Some ok looking areas, but most of the levels design sucks. Take level 4 for example, the same basic square rooms are replicated about a hundred times.

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Guest

Unknown date

  
Wonderful TC with very unique atmosphere, and lots of puzzles. My only regret is there are only 8 levels. *****

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Guest

Unknown date

  
A most excellent experience all around. The maps are as small as the campaign, most of them with less than 100 baddies, but it wasn't too easy, just short and sweet. Level 6 was simply spectacular to play. Played using Brutal Doom, despite the mild graphical glitches it causes with TC's like this.

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  • File Reviews

    • By MajorRawne · Posted
      The map author left the words "how not" out of his description, I'll let you figure out where.
    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
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