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Southern Cross (Gold Edition)

   (37 reviews)
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9 E1 style maps.(fixed version 2)


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valkiriforce

  

Fun, quick unbiased mapset. It's not overly spectacular in some sections including the last map, but it carries over some consistency in Doom 2 techbases with a bit of an odd progression to it at times. Definitely recommend ZDoom-based ports as some textures were strangely missing in PrBoom+ when I tried it out, and the new music is really only available for the above mentioned. I should also warn it's possible to get stuck in the soulsphere room in MAP05 simply because there's a walkover line found only outside that opens and closes the door to that area which could trap the player.

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hyperondule

  

Great Maps, i enjoy them a lot :)

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CapnClever

  

Playability notes: In spite of suggested boom-compatible capabilities, ZDoom-derived ports should be used to avoid texture problems and to play the correct music. Pistol start is unreliable, so play continuously (if at all).

 

Southern Cross: Gold Edition should have tried to imitate E1's style more closely, as that would have at least been playable. There are occasional homages to some of the architecture, and attempting to recreate the aesthetic in Doom2 is at least a rare performance. Of course, this review is centered on gameplay, and the gameplay here would be best described as a trainwreck: completely scattered, leaving in its wake no discernibly intelligent design, and burdening the player with the clean-up of its wreckage.

 

When I first downloaded this I was expecting something remotely resembling the layouts that made E1 so famous, and maybe a more conservative use of Doom2 enemies to slowly build up the progression and keep things simple. The actual mapset is far from simple, though to describe it as complex would suggest that significant consideration was given to the gameplay. I find that hard to believe, as I searched for anything that would provide a stimulating gameplay experience and came up empty. The enemies appear to be placed with theatrics in mind: full of sound and fury, signifying nothing.

 

It's hard to pinpoint any one thing as lacking, so I'll do my best to summarize:

  • Intra-map progression is practically non-existent after the third map, and is quite shaky before that point. You'll find most enemies in no particular order, splayed out in open areas and crammed into closets without regard to what kind of ammo you may have. There are two interesting map starts (M1 and M8), but these are either copied ad nauseum or incredibly avoidable.
  • Several levels have significant secret caches just before exiting. This isn't necessarily a point against it, but it really sinks in the idea that pistol starts were not balanced. What is a point against, however, is having some levels with obvious pistol-start setups as if tempting the player to try it every time: don't fall for it.
  • Player resources - weapons, ammo, and health alike - seem to have been an afterthought more often than not. Sometimes you're collecting ammo for weapons you haven't even seen. Neither surplus nor deficit have anything to do with difficulty. I found a box of shotgun shells that was impossible to pick up, wedged into the corner of a room. The weapon placement is the occasional thing that has purpose, with "that one chaingunner" acting as the chaingun pickup for the level or an SSG next to a baron, but this is overshadowed by the 30 enemies I would have to suffer through to reach it.
  • Mostly due to the above, expect to provoke infighting a lot. Now I'm a big fan of infighting, especially used as a means of progression, but here the enemies are far from in useful positions to make that work. Half the time the monster closets and ambushes infight naturally! At other times enemies have to be roped around the level to get useful infighting out of them. All the while this seems to have nothing to do with the progression, and if you're not able to run past enemies then they're deliberately in the way to use up what little ammo you might have. I would call it clever if I wasn't getting punished so heavily for getting hit all the time (taking more damage on average is a natural consequence of infight gameplay).

 

The first two levels are decent, mostly relying on scarcity as a means of difficulty. Once you hit the third level, however, you realize that this wasn't intentional: the general balance is simply not there. Later on you'll be swimming in plasma for use against low-tier fodder, but rockets are a precious commodity to be saved in case an arch-vile happens to be in a hard-to-reach spot. The final level itself is sort of a slap in the face, giving you a BFG alongside other weapons and 3 enemies to fight them with! Two arch-viles and a cyberdemon, and they're not even in the same room! I think E3M8 gave me a more interesting time. (And I just want to point out to an earlier review that there are no difficulty settings implemented, so no, "Hurt Me and plenty of other difficulty suit a casual play" is not a valid case here.)

 

I recommend that you don't download this at all. Realize that when I rate this as the lowest tier in quality, it is not something I do lightly. I continued all the way until MAP08 hoping to see something good come out of this. Playing through Southern Cross: Gold Edition was depressing. You will probably have a better time with an OBLIGE map using random settings.

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Guest

  
With this kind of projects could continue playing doom until it's an old man. Although not a masterpiece. 4/5

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NuMetalManiak

  
linear and straightforward but very fun to play.

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Guest

  
Another great episode to add to your Doom collection. While Hurt Me and plenty of other difficulty suit a casual play, Ultra-Violence provides the necessary oppression with bloodshed. Including your own. Tackle this pack with some friends or solo in Complex Doom for more pressure!

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Guest

Unknown date

  
Nice maps with good detail. They get pretty hard near the end. The last level could of been better. 8/23/07

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Guest

Unknown date

  
fun stuff right here

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Guest

Unknown date

  
Excellent mapset with excellent map design. The maps were pretty challenging and there were plenty of intense firefights. The last map was a bit anti-climatic though. 4.5/5

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dg93

Unknown date

  
Excellent WAD!

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Guest

Unknown date

  
It's a well made wad and a nice challenge, but I just thought there were too many enemys for such little armor and health in the higher difficultys. 4/5

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Guest

Unknown date

  
Very nice maps, good challenge and they look good. I only wish there were more.

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Guest

Unknown date

  
Solid maps that deserve a playthrough. For more "oldschool" architecture try the non-gold version.

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Guest

Unknown date

  
Dude! Its awesome! Could be slightly longer though. But it still gets 5 stars. 5/5 *****

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Guest

Unknown date

  
very good, too tough sometimes 4/5

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  • File Reviews

    • By Myst.Haruko · Posted
      Typical newbie's first map. It has weirdly placed textures, randomly placed monsters and claustrophobic layout. Two stars for some action and exit place. 
    • By Player Lin · Posted
      To me, this is yet other E1 style full-episode, it's plays good, not too bad, just like the original E1 but getting lost so easily. And unless you're doing Pistol-start or your ammo will be TOO MUCH, well, it's not author's fault as id did the same shit on the original E1 too, but on 2013 it may just a little awkward.   Most of levels just plays like typical E1 levels, nothing too special but for those who like the E1 should like this too, unless "getting lost/multi-ways" is not something you like...for me, I just do "sv_fastweapons 1" after E1M9 beaten, shame on me, I know, but that's why E1 style just too easily to fall into a boring monsters-killing-fest if nothing so special, and until E1M8, I didn't see any of them so special...maybe some secrets...:\   Overall, I would say it's fine E1 episode replacement, for those who love this kind of levels.
    • By Meril · Posted
      Old map from 95. Not really intresting design, but I didn't find any wrong alignments homs or whatever. Monster placment is ok. Except one room cramped with trees and mass of hitscanners without any cover. Progression is very confusing, you may find some unintended shortcuts which confuses even more. 
    • By GuyNamedErick · Posted
      Akimbo weapons are nothing new but it is nice to see the Doom weapon line-up to be duel-wielded. Maps that are tight on ammo can be a problem and the secondary fire modes are rather underwhelming, with some being straight-up worse than if you shoot normally. Otherwise, it's a fun mod.
    • By Player Lin · Posted
      Classic style, plays so id feel, good and bad designs too, since it was designed for the DTWID project and then rejected. Impossible to get 100% kills because a monster cannot get teleport out with 1-time only teleport line...   If you like the old-school id style, this one is for you, if you're not, well, maybe give it a try if you don't really hate id levels.
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