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OBERON BASE

   (15 reviews)
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Idustrial base with lots of teleporting enemies. Watch your back!


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rdwpa

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This one is fascinating. It's a squiggly techbase full of wacky oldschool angles drawn off-grid. The design has a lawless '90s vibe of "appealing ugliness," but with a higher detail level that befits its actual release date (the current Doomworld Files screenshot doesn't reflect this). The mapper clearly had an education in craft, shown by skillfully intricate use of the sky horizon trick and other effects. It reminded me of Didy's mapping in a few places.

 

Runtime was unexpectedly short, under 15 minutes for me. Many of the 200-odd monsters appear in messy but satisfying brawls, using lots of low-tiers with bulkier stuff tossed in for emphasis. The balance is very lenient and favors near-total dominance of the SSG, once you are equipped with it. Power weapons exist but are provisioned stingily.

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This is dated April 2003, although it looks and feels like a very good 1996-era level. It has an eccentric, intricate design that resembles a kind of LEGO construction base; it's frustratingly cramped and confusing at times, but undeniably clever. And there's a lot of fighting, which is always a good thing. You get plenty of health and ammo, and it's never hard, but I enjoyed it. The level's nooks and crannies are fun to explore even without the monsters.

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Like the other maps made by the author, there is too much ammo and health (and barrals). The rooms here are clever conected with a good high variation; good architecture and layout - design is average. Maybe worth 4*, I give 5*.

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Great level!!!!!!

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Quite good and difficult

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Art

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cool 4/5

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Not bad... Not bad at all :-D

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great

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  • File Reviews

    • By MuratMikal · Posted
      Pretty good megawad. Most maps are balanced on UV and very fun to MAX. The best for me were = 08 | 09 | 17 | 18 | 21 | 27 | 28 and 29. I just found 2 bad maps which were 15 and 32. Definitely worth a play.
    • By Denim Destroyer · Posted
      Back To Hell Episode 1 is a great example of bad first impressions. The first few four levels consist of odd progression choices that only make sense if you are familiar with playing Doom levels. For example map01 has you enter a room to press a switch that raises bars in the previous room granting access to a switch that raises bars in the first room. I will admit that I almost dropped the wad but I figured I could get through the levels fast, plus the early ones aren't bad just alright. After map04 the level quality increases immensely and I eventually found myself enjoying what I almost discarded. With that said the levels themselves are neither good or bad and if a the mapmakers ever decide to come back to this I recommend touching up the early levels.
    • By spd7693 · Posted
      The wad left me with mixed feelings after playing it. Some maps were outstanding. Some maps not so. Overall, I expected a lot more from this pack. Particularly the middle maps.    I'm delighted with the challenge and delighted even is too small of a word to explain it. I simply loved it. It was a great test for my skill and an awesome adventure. I wouldn't need to try to drop from UV at all since I managed to complete this one on this level. The combat was decent and in all maps the player is given a fair fight, just with a few miniscule exceptions. So, what's the problem of me not giving 5? Well, here it is.    Yes, I said the fights are fair and decent. But there is a difference with let's say Hell Revealed. In Alien Vendetta the combat goes: "Here are your monsters, find your way to defeat them and go on." In Hell Revealed it goes: "Here are your monsters, choose your way to defeat them and go on." The difference is much noticeable. True, the fights were fair, but there is a little quirk - in over half of the battles with high-tier monsters you were forced to strictly fight them with the BFG. I do not swing this way, sorry. I prefer duelling those monsters, not BFG-bashing them. Especially cyberdemons. I was denied at least 12 duels with cyberdemons due to their placement or the general way the set piece worked, which made the cyberdemon a priority kill. I simply was denied the opportunity to enjoy the fighting to its fullest. In Hell Revealed I could amuse myself with the maps however I wanted. There is one exception though. In HR in map 30 the 4 monsters in one volley way of the Icon Of Sin got the better of me. In AV the map is much bigger and I didn't feel it at all, so I could esily beat the map normally. In fact, I wouldn't have known the monsters were spawned in fours if I hadn't read it. Another exception is map 26 which was Post Mortem cleansed of the reasons I hated it - inverted monster priorities in combat and pain elementals spawning all the way on the other side, seeing you and flooding the level with lost souls before you get a chance to kill them.     The miniscule exceptions I mentioned earlier are the ending of map 17 with the number of arch-viles in the exit that simply is BFG-forced. Before them you also have maybe the worst-ever placed cyberdemon. Such a monster in such a cramped space? There barely is space to go past him and there is no way he doesn't hit you. While the map possesses only one megasphere. The other ones are the start and the end of map 24/25 Hordes Of Monsters. (24 in the first, 25 in the second release.) They're just based on rolling the RNG-dice and surviving. That simply destroys the otherwise perfect map. All the other combat into it was so well thought out and allowed so much so good tactical thinking. A few rooms with forced usage of the BFG, but that wasn't that bad in the end.    The only other map I didn't like is - guess which one - 24. 24 of the second release is simply boring. Just that. I also expected a lot more from map 16 which also I can say I disliked. Not in terms of combat, but in terms of monster placement rather. Personally, I was OK with fighting 6 cyberdemons at a time, but I wouldn't force the player to do that.    And my other complaint is visuals. People, when you make maps, please MARK THOSE LOCKED DOORS AND SWITCHES AND THOSE EXITS!!! Red skulls and red rectangles must be used then and only then when a red door or a red switch is marked by them. Same as blue and green. With the only exceptions being like for instance showing the location of the corresponding key or its pedestal, etc. So many maps used these textures on doors and switches that didn't require those keys or weren't used on such that did. Not to mention something that got me a bit bitter. I often am criticised of my rooms being bland and being just a straight shape. Well, at least I mark my locked doors and locked switches, as well as my exits. Also, the visuals on a few maps didn't impress me at all. Well, why does it impress you then while I get brought down? Seems like most of the criticizm towards me results in me not creating maps for years past or that I'm not a speedrunner of the early 2000s. If this is the quality you want, well, I'd prefer a good fight in a blase room than a bad fight in a well decorated room. And as for the problem "you don't see the exit until you're at the exit", well, how can I see the exit if there is no indication for an exit until you flip the switch or pass a seemingly normal teleporter? Subjectivism in action.    But there is a flip side. All in all, I played this wad for multiple reasons. To analyze the difficulty curve, to see if I can beat it on UV, to take inspirations and to take some map making models. The best for the latter were the maps by @Andy Johnsen (if it really is the Danish speedrunner behind this name.) I kinda like the majority of the maps created by Norse people, particularly the other big Dane Jens Nielsen. Johnsen definitely did the best job of all people who created maps and my comments from above of course address neither of his works. Definitely a player and a mapper I can learn a lot from. All in all, if we exclude the cases where some things made me scream "I can do better than that", I do have a lot to take under consideration. Especially Andy's maps. And especially... my favorite map.    You guessed it. My favorite map turned out to be map 29 Firewalk With Me. No other level ever feels more Hell than this! Visuals, combat, monster placement to the end! Best map I have ever played, most enjoyable too. Even the horde of revenants - my least favorite monster - didn't bother me at all. In fact my comment on the map was "In order to like this map you have to be a nerd. And be proud of it." Well, I consider myself a nerd in some ways. Especially while dancing around cyberdemon rockets. This map gave me so many opportunities for that as well. Other maps I want to highlight - 23, 13 (I believe this was the one with the cyberdemon in the crate room), 18, 26, 27 and 11. I have no words to describe them all. Definitely these are just another reason to play AV. I want to add in map 32 as well which also gives the player a fair fight all in all despite the rough start.    Wow... That's some essay of a review. But something that makes me wonder - should I keep on making new maps or not? After all, if the quality I should aim for is the quality of the greatest AV maps, then is this for me at all?    I was considering 5 stars, but a few disappointments can't allow me to. If there were more cyberdemons available for taking down with the SSG, I could have given 5. So much potential, but not what I expected. But does this deserve a sequel? Definitely! 
    • By DoomShark · Posted
      - Designer has the bad habit of silently spawn monsters (especially Revs) right behind you while you are busy fighting the hordes in front of you. - Too many deadly traps - You'll find yourself saving/loading A LOT because you die a lot. - Many gamers will find this hard to play and an unenjoyable experience. - Map design is good but maps are small.      
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