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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 Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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