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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 Gato606 · Posted
      Sorry, but can't give more stars to this megawad, it gets really tiresome to start like 6 times the same map with a different door each time and the and the innecesary overstuff of ammo and guns just kill the fun of Doom being about managing your resources.  It can be some kind of fun opening a terminal in GZDoom and setting SV_fastWeapons to 2
    • By Summer Deep · Posted
      Played on UV, continuous, GLBoom+   This is a very absorbing and well put together Episode 2 replacement. The difficulty is cranked up incrementally throughout, and towards the end becomes seriously challenging, though always fair. Map 7 is particularly memorable, with its 500 monsters and a big surprise in the blue key room, as is the hellish descending escalator in Map 9. The final level is absolute mayhem, with 9 Cyberdemons and a supporting cast of 300+ sidekicks, but with a properly worked out strategy it's beatable: you need to make good use of infighting, plus it helps to be on the lookout for a secret area that isn't all that secret....   Not sure that any game ever merits an absolute 5 star rating, which implies that no improvement is possible, but this is certainly approaching 95/100 territory.   Definitely looking forward to checking out ConC.E.R.Ned by the same author.
    • By tempdecal.wad · Posted
      Um lol the TITLEPIC, also this wad lets you shoot crates to lower them and get ammo, and I like how the Minecarts puzzle was recreated using only Pain Elementals, however I have to say this isn't really well done, the puzzles are weird and you're expected to hug, shoot and press walls and some weird "Dormant" monsters, I applaud the effort that went into recreating the layout of the level, could use some 3D Floors and some Slopes though, but the visuals aren't all that great and the puzzles are somewhat different so if you haven't played the original level this will confuse you even more than their Decay counterparts, partly due to lack of hints and the weird and confusing visuals (I keep using the word confusing but there's really no better way to describe it).   1 star for the layout Faithfulness (barely), 1 star for naked Rosenberg.
    • By BaraKornel · Posted
      Fun map, with some decent design. I don't get the last teleport though, where the player can use the teleport to teleport to exactly the same place.
    • By Nine Inch Heels · Posted
      I've never done a review for a rocket jump WAD, so this might turn out somewhat like a ramble. Apologies in advance if it does.   I picked up RJSLOTH while learning the most basic things about rocket jump maps. That said, I really should have waited with this WAD until later, when I'd be more consistent with basically everything this genre entails. For those of you who have never made contact with this genre I'll have a short description in the spoiler below:

          Even map 02, in spite of being dated in the sense that it was made prior to some discoveries in rocket jumping, turned out to be somewhat demanding at first. However, as is the case with many ToD maps, there are consistency checks here that really helped me to get some moves into my muscle memory with brute force. Especially things that require precise timing are something that you either learn to do properly while you play this, or you give up trying. The map also features some "combo-jumps" in places, basically as "highlights" of a given section to round off the package. I'm glad I didn't give up. Beating map 02 felt really good.   As for map 10, which is a brutally tuned up version of map 02: You're looking at something that seems to have been built in a laboratory with a calculator. Each one of the jumps there requires extreme precision, and if you're anything like me, which means you're still looking to become consistent with the techniques for "(relatively) modern rocket jumping", you should only attempt this map during a weekend or so, because it could take you "some" time to nail these trick shots perfectly. I didn't manage to finish this map yet, but from the obstacles I have made it past I can tell that this map, as well as map 06 of this WAD, is aimed at people who can do certain tricks of ZDaemon rocket jumping blindfolded. Being able to build maps like this, so precise and unforgiving without feeling totally unfair is an impressive feat for sure, but for my tastes and current skills it is almost impossible to "digest", also due to the sheer size of map10. I will come back to it eventually though, because I wanna see the end of it.   The only reason I'm not putting down 5 stars here is that these maps are a little bit too repetitive for my liking in places. Obviously that's an easy impression to get when I can't do things very cleanly, which results in repeated attempts, so take this reason with a grain of salt and you'll be fine.
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