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Mines of Titan v1.1

   (18 reviews)
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Dumped in the middle of a mining base on Titan, a moon of Saturn, you must acquire three keys to find the exit hidden in the mining headquarters. Since the natives are definitely NOT friendly an exit is a nice thing to find.


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Unknown date

  
All JF levels are ugly and mindfucking IMO.

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Unknown date

  
Jim Flynn maps are among the best ever made; don't believe anyone who tries to tell you otherwise.

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Unknown date

  
This is one of my favorite individual maps found on idgames. Very huge for the time it was released and lots of fun if you enjoy the old school goodies.

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Unknown date

  
This is similar to the author's other early levels. It's large even by today's standards, although the design seems very bare and crude nowadays. Nonetheless it feels consistent, and it has a lot of action. But there's a lot of wandering around, too, and some bits don't work very well (e.g. the dark tunnels). The staircase of hexagons looks cool, but that bit of the level is there just to show off the staircase. Denver zookeeper dies from jaguar attack.

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Unknown date

  
Straight outta 1995, this is a classic Jim Flynn level. One of the first authors who could make a fairly consistent map which was never short of things that made you go "wow". A few features still do that even today, 15 years on. It does seem a bit bare and oft-confusing by modern standards, but there's no denying it's huge, revolutionary, and a damn lot of fun. 5/5

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Unknown date

  
After 2 hours of wandering around I began to hate this. Huge waste of time imho, filled with lots nonsensical puzzles. Play only if you a masochist and/or lover Eternal m30 style.

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Unknown date

  
Switch-hunts? Hours of wandering? Bah, the map can be exited in about 3 minutes. Great map, with lots to explore if you want.

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Unknown date

  
Oldskoolish map that starts off nicely with high ledges and epic wide areas, but quickly devolves into a tedious and fiddly switch- and keyhunt. Not my style. Dos puto estrellas.

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Unknown date

  
One of my favourite maps. - Grazza.

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Unknown date

  
One of my favorite levels by Jim. We had a good time on CompuServe goading each other in making huge, complex maps. Those were the days... :) - Paul Schmitz

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
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