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MAINANTANCE COMPLEX

   (32 reviews)
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Extremely huge industrial complex building with loads of details and other goodies. Can You wade through this all?


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NuMetalManiak

  

yep, this is a huge-as-fuck map alright. you WILL get lost in this one, but thankfully not to the point that it becomes unplayable because thankfully, it fully is playable. it's just very cramped in a lot of spots, especially in the first few levels. what's best about this level is that it does get to be a bit more open later on. the combat isn't all that tough despite being cramped in most spots, and i managed to find all 23 secrets on my go. it was much harder to get 100% kills though, but worth it in the end. i actually think using automap markers for a map like this will help players immensely too.

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SP_FACE1

  

I shouldn't like levels like these. Basic Doom textures, 90% of the level is cramped dark corridors that lead to cramped dark corridors, ceilings are so low that my Doom marine barely fits in, lots of switches, released in 2003? All this should hint of a not so good-looking map with a dull gameplay. But it wasn't. I enjoyed it. I couldn't stop playing it. I think it's because despite the claustrophic design the flow was good. Enemy fights were tough but fair. Almost all swithces opened something in the near vicinity. And often there was a window where you could see a button which you should reach next. When I got the yellow key (after 40 minutes) the layout of the map lead me straight to the yellow button and door. Same with the blue key – I didn't have to search for the button after I found the key. (Can't remember how it was with the red key but I do remember that I did not feel frustrated at any point.) So clearly some thought went into guiding the player to the right place at the right time. I often get lost in maps that are an order of magnitude more open than this and I have a bad sense of direction but I didn't get lost here. More than once there was a line of candles that lead to the next area. Also the level opened up nicely the more you progressed. You started to see places you visited before: "Wasn't I there just an hour ago? Or was it a different level?". Yes, the map is so enormous that you forget you are still playing the same level. It took me one and a half hour to finish. It has 23 secrets and I only found half of them.

 

My rating: 3.8/5

 

 

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doomedwarrior1981

  
huge level very confusing it's easy to get lost I had to clip to find the exit that was after I had killed like 300+ monsters and found the red key never did find the yellow or blue keys. You may have more luck than I did

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Guest

  
Gigantic, detailed level clearly based on chaos / random mapping. Layout consists of a huge amount of strongly interconnected micro scenes with a too high copy-and-paste factor. Ambiance is about 1996/1997. As the non-linear gameplay has no leitmotiv at all, you're most of the time just walking around not knowing what to do. The end was very disappointing due to its simplicity. Overall it's at least a factor 4 too large. 3* because of the effort, and sadly it didn't invite at all for a replay.

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TimeOfDeath

  
holy motherfucker of christ

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Guest

Unknown date

  
I'm still playing it, but it's great

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Guest

Unknown date

  
Pretty good but too sticky to play. Super CPU required

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Guest

Unknown date

  
This is the earliest in a series of levels by this author; I guess he released the best ones first (the later entries in the database are much simpler and cruder than this). The map has 1000+ baddies and is mindbogglingly intricate. My brain became dangerously warm as I played it, and I suspect the author had been on mescaline. For vanilla Doom it's incredible. The gameplay is excellent though mentally tiring; it feels like four large maps one after the other.

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Guest

Unknown date

  
One of the most horrible levels I have played. First of all work on detail, then on monster placement. -DoomGeek101

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Guest

Unknown date

  
fun to play this, in spite of often randomly use of textures it is nice to look at, although too big, you should remember where the blue switch is (close to the start) 4/5

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Guest

Unknown date

  
definately worth playing

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Guest

Unknown date

  
First attempted years ago and failed so I've just tried again and got through it though I had to use the map cheat. Huge and complex, great fun.

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Guest

Unknown date

  
After 25 minutes and 750 kills I finally got lost and when you get lost on this level, there's no fixing it. It was a good 25 minutes though, but too easy. I didn't see a single archvile to give an example on the difficulty. The layout is very interesting though, typically 2 paths at least, non linear, but not that confusing for the most part.

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Guest

Unknown date

  
exelent work

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Guest

Unknown date

  
One huge level with fight after fight... you can't find too many levels like this one. It really does feel like 4 levels in 1... so if you are looking for something quick to go through this isn't it. And I must say the detailing is somewhat random, but excellent. 4/5

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Guest

Unknown date

  
good very fun and playable and new detals sprites and its looks like a good death-match level oh yeah and it's FREEKIN BIG but keep up the good work -spidermastermind

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Guest

Unknown date

  
it tooks me 1h and 26m getting through this (uv).

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Guest

Unknown date

  
Pretty damn huge. It's confusing to navigate. The firefights encountered in this map is decent and fast paced.

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Guest

Unknown date

  
One of the greatest levels ever.

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Guest

Unknown date

  
extremely huge and amazing and full of challenge and traps. lots of puzzles as well. unfortunately im stuck :(

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Unknown date

  
Best map ever. 5/5

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  • File Reviews

    • By tempdecal.wad · Posted
      Um lol the TITLEPIC, also this wad lets you shoot crates to lower them and get ammo, and I like how the Minecarts puzzle was recreated using only Pain Elementals, however I have to say this isn't really well done, the puzzles are weird and you're expected to hug, shoot and press walls and some weird "Dormant" monsters, I applaud the effort that went into recreating the layout of the level, could use some 3D Floors and some Slopes though, but the visuals aren't all that great and the puzzles are somewhat different so if you haven't played the original level this will confuse you even more than their Decay counterparts, partly due to lack of hints and the weird and confusing visuals (I keep using the word confusing but there's really no better way to describe it).   1 star for the layout Faithfulness (barely), 1 star for naked Rosenberg.
    • By BaraKornel · Posted
      Fun map, with some decent design. I don't get the last teleport though, where the player can use the teleport to teleport to exactly the same place.
    • By Nine Inch Heels · Posted
      I've never done a review for a rocket jump WAD, so this might turn out somewhat like a ramble. Apologies in advance if it does.   I picked up RJSLOTH while learning the most basic things about rocket jump maps. That said, I really should have waited with this WAD until later, when I'd be more consistent with basically everything this genre entails. For those of you who have never made contact with this genre I'll have a short description in the spoiler below:

          Even map 02, in spite of being dated in the sense that it was made prior to some discoveries in rocket jumping, turned out to be somewhat demanding at first. However, as is the case with many ToD maps, there are consistency checks here that really helped me to get some moves into my muscle memory with brute force. Especially things that require precise timing are something that you either learn to do properly while you play this, or you give up trying. The map also features some "combo-jumps" in places, basically as "highlights" of a given section to round off the package. I'm glad I didn't give up. Beating map 02 felt really good.   As for map 10, which is a brutally tuned up version of map 02: You're looking at something that seems to have been built in a laboratory with a calculator. Each one of the jumps there requires extreme precision, and if you're anything like me, which means you're still looking to become consistent with the techniques for "(relatively) modern rocket jumping", you should only attempt this map during a weekend or so, because it could take you "some" time to nail these trick shots perfectly. I didn't manage to finish this map yet, but from the obstacles I have made it past I can tell that this map, as well as map 06 of this WAD, is aimed at people who can do certain tricks of ZDaemon rocket jumping blindfolded. Being able to build maps like this, so precise and unforgiving without feeling totally unfair is an impressive feat for sure, but for my tastes and current skills it is almost impossible to "digest", also due to the sheer size of map10. I will come back to it eventually though, because I wanna see the end of it.   The only reason I'm not putting down 5 stars here is that these maps are a little bit too repetitive for my liking in places. Obviously that's an easy impression to get when I can't do things very cleanly, which results in repeated attempts, so take this reason with a grain of salt and you'll be fine.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   This is a slightly improved sequel of a mediocre megawad. It has no story whatsoever, not that it needs one, it's practically designed without an overarching theme and focused on Boom compatibility, something that the prequel didn't communicate very well. Although you rarely see tricks like conveyors and silent teleports put to specific purposes, they're mostly for the atmosphere. A couple of maps use custom colormaps in particular setpieces. One is to simulate immersion in toxic, and the other in blood, or perhaps portals to hell?. Anyway, Community Chest 2 has some nice visuals using stock textures. While not every map looks great, a bunch are simply awe-inspiring because of the author's creativity. I dig the idea in "Death Mountain", the sinuous terrain with mounds everywhere is very neat, as it's theoretically a mountain floating in the air. My only gripe is the trees are placed to get stuck in. Other locations are plain techbases, brown caverns, wooden complexes, Inferno-styled hell and unknown places. Most of the music available are tracks from other wads and games, with only one self-made piece for map 24 by the same author, an amazing melody by the way. I would suggest to add your own tracks for the maps lacking them, for a stronger experience if it helps.   For those who have played the prequel first, and I'm sure everyone did, there are quite a few familiar names to be found, some of which contributed with more than one map. Gene Bird cooked around five for example, evoking a conservative "rooms with monsters" 90's style. His maps don't vary in any aspect to each other, nor to his previous works in Community Chest 1 unfortunately, but they blend well enough with the tone of the mapset. The first map is already by Erik Alm in his well-known Scythe fashion. Then we have individual entries from Andy Leaver, Kaiser and Use3d, the latter came as an improvement to be honest. On the other hand, a big portion of the people involved were completely new to me, and that's when I had to expect the unexpected, sort of. I'd say the maps had their ups and downs, generally enjoyable if some exceptions. They were also organized in a very random way, but that's no news. Just like a traditional community project, this megawad features a wide range of concepts, layouts, and forms to entertain the player, for better or worse. Fans of old-school and/or adventure maps will be delighted, as there are a lot of them in all sizes and difficulties, even several inspired by the original Doom levels. The obvious standout is "The Mucus Flow", a brutal map that can only be understood with patience and dedication, mostly the former one, and heavy chainsaw practicing. Besides, its curvy "mint-chocolate" design is beautiful and unique, or used to be, since tons of future releases found inspiration from it (e.g. Speed of Doom). A shame it has glitches in the sky. There are other remarkable moments to be experienced, such as to explore a city in depth to figure out the secret exit, or to fall in a sequence of fake exits that only exposes you in circles of chaingunners. I'm not sure how others will take it, but I couldn't hold my laugh after the second time.   Secret-wise, the first thing to know is that PRBoom users need to activate the "Linedefs w/o tags apply locally" option to enable access to some ZDoom-only secrets in maps 06 and 24. There is also a secret in map 20 that requires an archvile jump, but it's not possible to reach it outside of ZDoom versions. Other than those, hope your sense of exploration is wide awake, as there is plenty to locate and highly appreciate. I'm thinking of the standout map, of course. For favourite maps I will pick 19, 24, 27, and 31. Some others like 06, 13, 23 and 32 were entertaining for the most part, but not convincing as a whole. The rest range from good to dull or tedious, like the final map.    Overall, it's certainly an upgrade in quality, and I'm inclined to believe the successors are much better. Still, it's nice to traverse the history of the community chest projects. If you and I share similar tastes, then you'll probably find content to enjoy here, and if not, well, skip the unnecessary. My rate is 6/10.  
    • By tempdecal.wad · Posted
      It's bad because it's hard.
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