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Phocas Island

   (40 reviews)
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Sort of aimed towards being realistic. Basically you are stranded on an island after a shipwreck and all you have is your pistol. And suprise suprise, the island is inhabited by demons. As far as skill levels go, HMP is a bit tough, and UV is insane. Only the best doomers should bother with UV.


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NuMetalManiak

  
I think it's too cramped with too many archviles resurrecting enemies and that's very bad.

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Guest

  
This is for the "horribly implemented" idiot who doesn't like this map: this map is VERY good for it's time.BUT there is a Phocas Island 2.Try that.If you don't like that either,then go back to your cave.And learn to appreciate.

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Guest

  
Not too bad idea but horribly implemented. Quite amateurish look-and-feel, unplayable dark and way too cheap monster placement. As-is: 1* awful. It's a real pity, this could have been a 4* map. BTW Nofi, but an author stating 'UV is insane' doesn't take the player seriously.

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Guest

  
author stupid . I want to like this , to play their own maps . Underwater. thousands of monsters . a good game you play, you can enjoy . not when they take through sleight of hand . 0/5

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kmxexii

  
The gameplay, I could take or leave. You'll want to play on HMP at the most; UV is a cruel joke. The atmosphere is fantastic, though. Chris Hopkins does a ton with slopes and shadowcasting and music choice to build an impeccable atmosphere, ruined only by the slow shotgun grind of demons. Very cool.

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Guest

Unknown date

  
Good looking, but the endless monster attacks every step make you forget to save, would have been better with some empty areas. Also for a "huge island to explore" it's actually pretty linear

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Guest

Unknown date

  
I really enjoyed the design of this map, but only one third of the amount of monsters would have been good and would have increased the atmosphere immense 4/5

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Guest

Unknown date

  
Nowadays this is totally overshadowed by Phocas Island II, which has a similar aesthetic but is a graphic adventure rather than pure action. Phocas Island is decent in its own right, with loads of baddies and some impressive sights. I am not ashamed to admit that I played it in the lower difficulty level. It starts off poorly, with some dark tunnels, but opens out; but it's marred by repetitive swarms of cacodemons, which hiss like summer lawns. It's horrible on UV tho'.

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Guest

Unknown date

  
EXCELLENT!

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Guest

Unknown date

  
I can tell some effort was put into this 5/5

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Guest

Unknown date

  
christly. 5/5

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Guest

Unknown date

  
trash. play the sequel instead.

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Guest

Unknown date

  
HUGE. It has half of hell population on it. Looks very cool, but crowds of hell knights and cacos dramatically slow down the gameplay. Mow them down, waste another few minutes and spot next legion of demons behind next corner. Good thing, if you like long and exhausting battles. I'll give 4/5, coz its better than average, for sure -- Brun Ohn

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Unknown date

  
Play value is a bit weak. I gave up not too far after the dark cave areas. Not so much because of the sheer number of monsters...but i found this level frustrating to navigate. Waaay too dark in areas...and yes, very cramped. The overall layout however, is quite ambitious and unique for a first level. Some great visual ideas are executed in this level (yes, after much frustration I clipped though the rest of it). Also, good use of advanced port features. 4/5

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Unknown date

  
It was OK, but it would be nice if the all monsters you have to kill actually teleported in. Not finishible as far as I can tell in a recent ZDoom (2.0.96).

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Unknown date

  
This level has a very unique feel to it's enviroments. The monter battles are a bit drawn out, but a good map anyway. 4 stars

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Unknown date

  
Almost 2 hours ripping and tearing on UV. Great wad!

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Unknown date

  
^ I thought that too but then realised that you're not supposed to go that way at first. You're supposed to fight the cacos later on up on the cliff legdes. I think the water is there in case you fall off the cliff as it serves no other purpose. Anyway, I played this with th OMG weapons and monsters mod and it makes it more enjoyable to play. More monster infighting occurs so you don't have to kill everything yourself. But some areas are too cramped with too many monsters. 4/5

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Unknown date

  
Way too hard, but possible to beat. 3\5.

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Guest

Unknown date

  
This is damn good for a first timer's map. Make more maps like this except with less revenants and cacos. :P

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Guest

Unknown date

  
that part where you have to fight cacodemons in that small canyon while trying to swim in zdoom water was retarded.

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Guest

Unknown date

  
This map has the size of an Eternal map, the difficulty of a Hell Revealed map and the monster count of an Alien Vendetta map. So does that make it any good? Uh, no. It's way too hard, too long and too repetitive. There's very little monster variety and they just keep coming in huge annoying hordes. You don't get any of the big guns to clear them out either.

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Unknown date

  
I think you are an idiot for making this level. Please and thank you.

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Guest

Unknown date

  
4/5

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Guest

Unknown date

  
Very wrong enemy placement, really anonnying. 1/5

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
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