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The power supply (Second version)

   (12 reviews)
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About This File

A futurist level, neither large nor hard... The evil demons strike again, infesting the largest UAC energy generator. What they will try? To stop their plans -if they have- the earth defense forces have sent the silliest marine of the academy... Well, good luck.

In this "second version" I fixed a design bug; now, you can't get trapped in the water, near the generator and the red keycard... better, no?


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Zahid

  
decent design but gameplay can be better..very much predictable but not bad at all...

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Guest

Unknown date

  
Featureless map. 2 star.

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Memfis

Unknown date

  
it's garrulo.wad map04

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Guest

Unknown date

  
Strange map. Tightish ammo and a few good traps surrounded by clumps of the same monster and multiple slow parts where you're just backtracking. A few odd design choices (4 switches raising bridges to the same area? sniping lost souls through a thin doorway? a backpack secret just before the finish room?) and the textures are mostly SHAWN silvers and grey stone/panel. Layout is fairly good, but detail and flow definitely need work. 2.5/5 -jj

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Guest

Unknown date

  
Fun, not too long and plenty of monsters to kill. 4/5

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Guest

Unknown date

  
This is dated May 2003. You fight 142 baddies in a E2-style techbase (particularly E2M2). The gameplay is done to a strict formula whereby you explore, grab a key, backtrack, encounter a trap, grab the next key, etc. It's very old-fashioned and endearingly retro, and as has often been said it would be a good opening level from an E2 replacement (which the author could theoretically have done; he made enough levels).

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Guest

Unknown date

  
fun to play it, simple but still attractive design, 3.5/5

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Guest

Unknown date

  
Not bad. The level design was decent and it was action-packed. It also felt like an Episode 2 level. 4/5

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Guest

Unknown date

  
This is a very enjoyable level. There are plenty of surprises that keep the corridors that you've run down a couple of times fresh and action-packed. Very cool stuff :) --Ze1l_1388

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  • File Reviews

    • By Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened. The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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