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Bay of Flames

   (23 reviews)
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About This File

I made this level a few months ago but never released it. Its short, simple, but fairly hard. I pretty much used this level to teach myself ACS.


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Guest

Unknown date

  
One bitch of a map

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Guest

Unknown date

  
This is a very short map, but it's very atmospheric. A lot of earthquake that changes the lava ambience and some nice lighting effects make this a really hellish map. Gameplay is not bad, but not too interesting either. In general, it consists of 3 "waves" of monsters. The first two are easy, the third is harder but can be solved with running around and provoking infight. Shame. 3.5/5 -Milian

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Guest

Unknown date

  
Nice effects, but otherwise a pretty stupid level. I didn't have any "fun". 2/5

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Guest

Unknown date

  
Nifty! This is the way zdoom is supposed to be IMHO.

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Guest

Unknown date

  
It's not the style I like much, though not bad, just give it a go 3.5/5

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Guest

Unknown date

  
It was most likely worth my time. 5/24/07

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Guest

Unknown date

  
It was cool, but I thought the shaking was annoying.

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Guest

Unknown date

  
Gameplay sucks, but that's pretty much expected when you load a ZDoom wad that makes heavy use of ZDoom features. Terrible music that makes you want to rip your ears out. What's more important is the concept was decently executed most of the time (a bit overdone with the earthquakes near the end). 4/5

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Guest

Unknown date

  
Really funny on Nightmare mode! 5/5!

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Guest

Unknown date

  
i really enjoyed the map. i insist that you make a map pack lol! 5/5

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Unknown date

  
Pretty fun. I just ran around everything most the time and still had a great time. :) 4/5 -Lutrov71

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Guest

Unknown date

  
Just bashing masses of high level monsters and very short. For what do i collect the keys when there are no doors to use them? Nice overall idea with all the level manipulating, but far away from more than 3 stars.

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Unknown date

  
This map is "horrible" it "is the worst map i ever played." I am being sarcastic. This is one of the BEST maps i've ever played. 4 STARS!?!? c'mon! This map kicks ass! 5/5 - Jake Stevens

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Guest

Unknown date

  
Not bad, but a bit short.

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Guest

Unknown date

  
5/5 I like this level. Maybe because it has a different feel or maybe because its short. Not every level out there has to be some epic 10 hour map. -shtbag667

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Guest

Unknown date

  
Great map with good use of zdoom features.

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Guest

Unknown date

  
Very fun, if a bit short. I didn't even bother to fight the Spider Mastermind. Overall, four stars - Kochipahk

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Unknown date

  
Fun indeed. Not very long, but good gameplay, and some detail. 4/5 - Kirby

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Guest

Unknown date

  
Nice enough idea, and pretty well executed. But it's too short. I'd like to see some authors use these effects in a larger level 3/5

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Unknown date

  
Cool Zdoom effects, nice gameplay and detail!

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  • File Reviews

    • By DoomShark · Posted
      - Designer has the bad habit of silently spawn monsters (especially Revs) right behind you while you are busy fighting the hordes in front of you. - Too many deadly traps - You'll find yourself saving/loading A LOT because you die a lot. - Many gamers will find this hard to play and an unenjoyable experience. - Map design is good but maps are small.      
    • By Denim Destroyer · Posted
      Doom 2 has left the community with an impression of what city maps are like. Unconnected boxy rooms that do not flow into each other and lack any coherent artistic themes due to the games limited texture set. City of Doom continues this idea and drags it out over the course of eleven maps. In this level set you will find all of the aforementioned ideas of what a city level could be in addition to large open rooms that tend to plague amateur maps. City of Doom has not one single redeeming factor this making it impossible for me to recommend this wad. Had I played this level set when it was new I imagine my opinion would be better, but better city maps have come out in the last twenty years I recommend you check those out instead.
    • By Spie812 · Posted
      TL;DR: Despite some weird graphics replacements, this WAD is mostly competent and fun, though encounters can feel a bit spammy in the final maps.   So, the first thing you notice when starting this WAD is the new graphics. Most sprites have been recolored or replaced entirely. For example, the fist, pistol, and shotgun have been replaced with their Doom Alpha counterparts, the imp is now grey with green fireballs, and there are now like 4 types of barrels for some reason. One change that I enjoyed was for the SS soldier, which is a modified Doomguy sprite that allows it to be used as a standard enemy who makes frequent appearances. I'm not too keen on the other replacements since they feel unnecessary, though they don't really detract from the experience in any meaningful way.   As for the rest of the visual design, it's pretty good for the most part. The overall style is techbasey with a lot of cues taken from Doom 1's visual style. Areas are generally well thought out and pretty well decorated. It's nothing mind-blowing, but the levels are generally visually coherent and have some nice looking areas for the vanilla limitation. The layouts have plenty of interesting rooms and designs which nicely avoid the "boxes connected to boxes" feeling, though they sometimes feel a bit too flat (heightwise, that is). Also Map05 has a FIREBLU/FWATER1 building which I think is fantastic.   The actual combat is... interesting. The first few maps play a lot like a Doom 1 set with the occasional revenant or hell knight. This means no SSG, roaming monsters rather than setpieces, and generally attrition based difficulty. The latter half keeps that same style while turning the difficulty up considerably and focusing on the more powerful monsters (and giving you the SSG, thankfully). Unfortunately this doesn't mesh too well with the gameplay, and encounters can end up feeling a bit spammy and annoying especially in the last two maps. The combat is otherwise pretty fun for the most part.   Overall, I think this WAD is pretty good. The graphics replacements don't really work for me, though the rest of the visual design is well executed. Combat is pretty good as well apart from a few annoying encounters in the final two maps. I'd say that it's worth a play, though it might be wise to play on HMP to take the edge off of some of the more annoying encounters.   ...   Oh, and it's weird that Map07 isn't vanilla compatible. Like it benefits from the extra detail but c'mon, "Vanilla" is in the name for God's sake!
    • By Gargamel · Posted
      Of the Community Chest packs, I find myself coming back to this one the least. My major issue is the difficulty curve. It's all over the place and as a result, it's sometimes a slog. Especially egregious is the placement of MAP05, who's the lunatic that signed off on THAT being the fifth map? The entire WAD up until that map, you've fought one archvile if you're on UV. You fight TEN in that level. You haven't fought any Masterminds or Cyberdemons. You fight two MMs at once, in lava that also slows you down for some reason despite looking no different than regular lava, immediately before fighting a horde of nobles and a Cyberdemon. That would be fine as a later map, somewhere in the 20s, but the fifth? I think this whole WAD would be way better with just a reshuffling of the map order to have it ramp steadily up instead of swinging wild like it does, and maybe that's why I don't come back to this one often, because there are some really good, fun maps in it, but you have to dig through some bullshit to get to them the way things are.
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