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The Supply Base2

   (19 reviews)
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About This File

Many months after earth was invaded, humans are starting to win. By taking out their supply routes and many strategic loacations, the forces of hell are slowly getting less and less, and even starting to retreat. A few days ago, you lost contact with a very important civilian supply base that helps out the UAC in shipment of weaponry and medical equipment. You have been sent to investigate.

This is the sequel to The Supply Base(modsply.wad), wich was my first singleplayer map, that was actually good exept for a major bug with the keys and the exit that i never did notice. Like I said, im still a little new to mapping, so I don't expect this one to be perfect also. I tested the hell out of it, and it has no bugs, exept for some listed below that only occur in Legacy and possibly other opengl ports.


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Guest

  
These maps are easy, but fun to play and have the perfect amount of detail. not over the top but it looks nice and polished

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Never_Again

  
The first map is average. There's a blatant Zdoomism - the lift in the crate warehouse has 0-tags, which screws up the whole room comically and makes getting back problematic. The second map is short and pointless.

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Guest

Unknown date

  
Not bad. 4-5 ****

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Guest

Unknown date

  
Definitely above average so it gets 4 stars from me. -Captain Napalm

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Guest

Unknown date

  
And how would you know whether or not the author voted on his own project? dumbass

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Guest

Unknown date

  
Plays very poorly. I think it's awful.

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Guest

Unknown date

  
Grow some fuckin balls asshole!

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Guest

Unknown date

  
You are a fucking idiot.

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Guest

Unknown date

  
*****. To the third reviewer, you are a dumbass.

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Guest

Unknown date

  
Yes he is...

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Guest

Unknown date

  
Can't see the appeal myself. Even if its terrible looks hadn't turned me off, the awful gameplay would have. Next time, try actually thinking about where to play enemies and items, instead of just plonking them in randomly.

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Guest

Unknown date

  
Funny, the author hisself seems to have voted for his crap. This is the only possibility why it got such a great rating! For me it is even worser then the first part! Don't download, avoid!

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Guest

Unknown date

  
Looks ok, plays poorly. Too easy and boring. 1st map: SG for 2 BoHs+AV+BoH? Boooring. And the 'boss' fight is lame, you can easily wipe 'em all out without firing a shot. Just kill the cyber after the infights are done. 2/5 - Belial

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Guest

Unknown date

  
Pretty decent levels here--some good detail and fun gameplay

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Guest

Unknown date

  
W00T! -Giest118

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Guest

Unknown date

  
Come on it is no where near that good. Average at best 3/5

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  • File Reviews

    • 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.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
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