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Red Eye - The Mars Files

   (12 reviews)
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About This File

This .WAD was to be a DeathMatch level, at the beginning. But it came to nothing, because it was too big to be a DeathMatch map and there were some other incompatibilities with DeathMatch gameplay. Then I modified it so that it could be good enough for Cooperative and Single-Player modes. Then Virgil The Doom Poet helped me to finish the level, detailing it and improving its story and scripts, so that we decided to change again the tiltle from "Storming", its second name, to "Red Eye", because of the several changes. This level is set in a technology base, which can be divided in 9 areas. They are: 1) Leaving Area; 2) Casualty Ward; 3) Teleport Station; 4) Armoury; 5) Nukage Area and Sewer System; 6) Computer Station; 7) Infested Area; 8) Warehouse; 9) Outer Area. As its original name suggested ("Metal_DM"), the main theme of the map is "metal" and, particularly, it is made up of "METAL1" textures. It is highly detailed, especially as for lighting, and this may slowdown old computers (I suggest that you decrease your resolution, if the game slowdown!). This map is mainly intended to show my new ideas about Doom themes and styles and to publish a level of high quality, although I didn't think I would have spent so much time, when I planned it. ZDoom features and ACS scripts are implemented in order to make gameplay more interesting and funnier. The .WAD contains also two strengthened monsters: -there is a "new" Chaingunner, who looks very much like other Chainguners, but who is more powerful than them. -his Body Guards, who are strengthened SS Nazis, with a nice green colour (yes, like in "Alien 3"!) WARNING: I don't want to spoil anything, but let this be a warning: there are several stealth monsters, which can damage you a lot, if you are imprudent; please, notice that most of them can be locate easily, if you know what I mean... they are GHOSTS, after all...! Anyway, if you don't like them, I have turned them into normal monsters at skill 1/2. So: don't complain about them! Remember that JUMPING IS CHEATING, although I think I made all "jumping short cuts" unreachable. Enjoy yourself by playing it with your friends and delighting in looking at my new nice graphics!


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Unknown date

  
^ he speaketh teh truth, good map with "tastefully"(if that´s possible) applied ZDooM features, winner map in short :) 4/5

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Unknown date

  
Excellent, and surprisingly overlooked. This has the bare minimum of preamble and turns into one of those System Shock-Doom things whereby you are guided about by a disembodied text crawl; but it's tastefully done. Lovely design, the interface with hell is one of the best "infested with goo" bits I have ever seen, and the boss chaingunner was fun. Against it, it's too short, and the stealth monsters don't really add anything and are irritating. Some of the messages re-trigger.

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Unknown date

  
Nice map, but the stealth monsters spoil it!

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Guest

Unknown date

  
Totally awesome.

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Unknown date

  
Stealth monsters suck ass, never add them into a map. Some nice ZDoom features here but the level is set up kinda stupid. I do like the chaingunner boss. 8/17/07

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  • File Reviews

    • By tempdecal.wad · Posted
      It's bad because it's hard.
    • By StevenC21 · Posted
      Umm... this isnt Doom 64? Or even remotely related to it?   In addition, its a shitty wad. You are expected to fight 2 arch-viles with a pistol, and then a cyberdemon witha  chaingun in an enclosed space.
    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
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