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Super Sonic DooM - Playable Demo

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5 Screenshots

About This File

This is a playable demo of it, with the first 2 zones (4 maps). I decided to release a demo because a lot of the features are experimental in nature, so I decided that getting feedback would be important, as it could help improve the megamod, and iron out any potential problems, particularly in the gameplay.


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Guest

Unknown date

  
This demo left me with mixed feelings when I first played it, but the full version is an underrated favorite of mine, so 5/5 is a given!

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Guest

Unknown date

  
Needs to be faster.. enemies need less health but not like one shot kills, two or three shotgun blasts.. but no pain elementals.

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Guest

Unknown date

  
Cool and stuff! -Xaser

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Guest

Unknown date

  
I think it's good for what state it's currently in (Alpha/demo) so I gave it 4 stars. I haven't played very much of it yet, but it looks like it's promising. Keep up the good work! Your idea is a cool one! (I've always wanted to see Sonic in a FPS-style game. Oh, and next time, make sure that it has Sonic's face and sounds/voice. :])

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Unknown date

  
I just got through playing half of it, and man - this is a demo?? It's really cool, keep up the good work. But please put Sonic in the final version. And hey, if you want to put Pain Elementals in there, go right ahead. I think they're a welcome challenge on top of everything else... Please don't take them out... Every monster has its place in Doom - if you're making a TC or 32-level WAD, put 'em all in, it's better and more challenging that way.

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Guest

Unknown date

  
fine map design. good islands!

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Guest

Unknown date

  
Try running it along sondoom.wad. The SFX will be replaced with real ones and the hud shows sonic's face. Anyway, pretty cool mod. Keep working on it!

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Guest

Unknown date

  
The SFX ripped from the games are horrible. Have you tried using the wave dump feature of the emulator GENS in conjuntion with using a sound test from any of the games? If not, well, then I suggest you try it.

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Unknown date

  
Why does most of clarks stuff seem so damn good??? play this now, just do it-SGT BFG

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Guest

Unknown date

  
SONIC WAD.WHAT NEXT?A SESAME STREET WAD?ANYWHO 5/5 FROM ME ULTIMATE DOOMER

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Guest

Unknown date

  
its ok

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Guest

Unknown date

  
it was fun and i loved playin on islands, but when u do boss fights and win u freeze but any remaining monsters can still hit u...... still pretty cool!

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Unknown date

  
jus loved it 5/5 -In the name of GWAR

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Unknown date

  
Great design. Very creative levels. But the sonic elements without Characters is sort of strange. But five stars from me! -RaccoonOfficer-

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Unknown date

  
no offense dude, but its not all that great. sorry.

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Unknown date

  
Strage design. I loved it

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Unknown date

  
good and interesting - Kak Home - give it 4.5/5, but I'll give 5 to be nice

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Unknown date

  
I'd give it 3.5 stars. I think so much more can be done with this, and I think the final version will probably be much better.

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Unknown date

  
I think this has been highly overrated. Doesn't look nice (those trees are uuugly) or play well. Apart from the music, this doesn't feel like sonic at all - where are the sonic enemies? The jump pads are ok, but most of the time seem to be placed randomly, serving no real gameplay purpose. The only other real sonic-like thing is the monitors you have to jump on - but again, this doesn't add much in the way of gameplay. (A generous) 2/5

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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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