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The Farside of Titan

   (9 reviews)
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About This File

Given your success with the UAC mining base and the Anomaly investigation, it was inevitable that you get picked for this foray into the Titan Farside Research Base. Oh well. Rumours have it that some prototypes of alien technology are being tested here. Please investigate and report.


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Unknown date

  
This WAD contains a normal amount of Jim Flynn's creativity (and ugliness). For his best maps, see Eternal Doom. This crazy map, however, is plagued by difficult-to-execute jumps and pointless swithunts. 2/5 as I found it almost unplayable; still you may take a look at this level for its originality (vdgg)

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Unknown date

  
I remember first getting into WADs, Jim Flynn's levels were always a favorite. His Titan series is pretty amazing for 1995. ~valkiriforce

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Unknown date

  
What can I say? Jim Flynn... great guy, great level designer, Team Eternal/TeamTNT member, a Compuserve member in the long-since gone Action Games Forum back in the glory days of PC gaming, single-handed coder of the BOOM DOOM source port, has the same name as the main character in the movie TRON, and this WAD is great as well :) 'Nuff said?

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Unknown date

  
This is a challenging map from 1995. The layout is simple but nice, and it's looking good with some neat editing tricks (considering the time of its creation). In addition to the monster fights, there are some clever riddles and puzzles to solve before you can leave the map. Recommended! 4/5 -Milian

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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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