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IC2004 AKA Cut 'N' Paste

   (24 reviews)
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About This File

The fourth level in the IC200x series, this wad is comprised of (about) 5 previously unreleased maps of mine (some dating back to 2003), pasted together to form 1 larger level.


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Guest

  
Well, I must say that this map took me over 1 hr and it was quite badass. Nothing too over the top, but the elevator trap thing is something I can't forgive. My custom monsters gave me hell there. Survived by probability of spawning weaker monsters. Nevertheless, it's cool by the normal standard. ~4/5, congratulations for the score regardless of my custom monsters opening a tough, but fair whoop-ass on me.

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NuMetalManiak

  
amazing map, love the architecture and design, and gameplay was pretty well done.

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Guest

  
Mixed bag. Despite the huge texture & detailing copy-and-paste factor and the endless walking, it looked like a great adventure with nice ambiance and gameplay, and care for details. But then, around getting the red key, gameplay went down by the ambiance-breaking stupid monster popups. This could have been done much, much more attractive than with this cheapmost implementation. 3* instead of 4.5 because it ruined my adventure. It's a pity. BTW 1) too much health @ UV; 2) could get the BGF way too early.

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Guest

  
Kept getting lost,but I really enjoyed this.

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Guest

  
Excellent map in game play & appearance!! Well thought out puzzles. Secrets are not impossible to find. Just listen for a remote door opening or lift lowering. Well worth the DL & play time!! NOTE: EXIT does NOT work properly in GZDooM.

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Lightning Hunter

  
Perfect example of how a large base map should be done. The design never got boring, and there were only one or two difficult switch hunts (use the automap!). The rest of the map was easy to navigate, despite the large size. The challenge was nice, although there could have been a few more monsters in UV difficulty. The exploding walls and "elevator of Doom" were great ideas. I would like to see them used more. This is a legendary map that nobody should miss!

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Guest

Unknown date

  
Too easy to get lost.

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Zahid

Unknown date

  
Amazing wad cave,tech,yard every place has its own feel whole IC200x series is worth playing by Ian

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Guest

Unknown date

  
Well, I'm not a big fan of E1 styled levels, but I'm very impressed from this wad. Great gameplay, graphics and design. This is one of my first 5 stars for E1 styled wads. -Moti

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Guest

Unknown date

  
Whee. It's not *quite* Vrack, but it's very, very close. :)

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Guest

Unknown date

  
This map is massive with great looking detail. I am however stuck because I don't know where the hell to go. I find it confusing at some parts because of the size but it's a really kick ass level. I love the new textures by the way. 4/25/07

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Unknown date

  
This is a great wad. It's looking good and plays very well. The theme is a mixture of natural rock/ bloodfall-areas and a larger tech-base. The map is quite complex and big and it shows some nice ZDoom effects, especially good use of translucency. The fights are medium to hard, more intense at the end, of course, with a good amount of ennemies (380 on skill 3). Definitely worth a download. 4.5/5 -Milian

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Guest

Unknown date

  
Superb map, if a but confusing at parts. The low light area and Revenants towards the end sucked though. Still, 5/5.

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Guest

Unknown date

  
Awesome level. Huge tech base with balanced gameplay and lots of detail everywhere. Many rooms/doors for exploring and also nice mazes with the keys and teleport pads. Fist action recommended. Is there a berserk ? i find only one secret (of 6) hahah :P like 1 hour for 100% uv without rush. Lovely. 4.5/5

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Unknown date

  
Beautiful and not boring and even not too confusing. 5/5 -- Brun Ohn

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Guest

Unknown date

  
Most excellent pwad: good gameplay, very detailled architecture, and a lot of fun. Quite surely one of the best pwads for a long time! Warning: 1) the patch "WALL07_C" is missing (at least, I didn't find it, when it's in the list of patch). 2) Not compatible with Jdoom v1.15.6 (Doomsday v1.8.6) & Doom Legacy v1.42!! 5/5 - Jive

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Guest

Unknown date

  
This is one big ass level. I got kinda confused playing it. Plenty of good firefights and the level looked really nice. I like it.

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Guest

Unknown date

  
Nice non-linearity and the different sections blend together well. Gameplay is good, although the map is a tad too large.

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Guest

Unknown date

  
Excellent level, highly recommended. Though the cyberdemon battle at the end was easy because a slight level design flaw allows you to snipe at it from behind some boxes and never have to worry about getting killed. Other than that this is an excellent wad.

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • 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.
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