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Total Control

   (49 reviews)
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About This File

An large tech style base with an high ammount of detail, it uses several Zdoom features. Overall an pretty good looking map, much time went into detailing all the areas. First serious attempt in making an non-linear map, im pretty pleased with the results I got. The map has skill levels so it should be playable for all types of skilled players. NOT designed for jumping sorry, you can grab the BFG9000 by jumping for instance. There are probably more things that will screw up gameplay if you jump, thats all and have fun.


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Unknown date

  
Heh, I like it when maps are non-linear when I want them to be. Dutch Devil, you really outdid yourself this time. -dljosef

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Unknown date

  
Outstanding! -Bryant

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Guest

Unknown date

  
I love BIG maps! 4/5

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Unknown date

  
An amazing, inspiring map! It's one of the most polished large maps ever made. The non-linear starting area got me excited straight away. The action isn't too tough, which made it all the more enjoyable for me (I hate dying), and it's very fun to explore. I don't think BFG should be integral to the gameplay; the fact that it isn't makes the map all the better. One suggestion I have is to block player movement near the walls etc so that the player doesn't keep bobbing up and down as they progress. 5/5

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Unknown date

  
Awesome map, I liked Doom 64 sound effects, the map design and in general the map was also well balanced (only beginning was hard because of limited health/weapons/ammo but then got a whole lot easier), even if monsters started teleporting after getting keycards, it was still easy. I played with AEOD 6.02 at UV difficulty! 5/5 -Doomer95

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Unknown date

  
Despite the lack of custom monsters, this map was still amazing.

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Unknown date

  
Map is very hard + I recommend using only rounds and shells. Self damage by rocket means certain death in the long run. Health items very low. Map also lags for a while until the engine catchs up in loading stuff. If you like stealth stuff, here it is (toting action not here). Map knowledge m8 b required. ~2/5 for lags and desert lack of health.

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Unknown date

  
A fantastic Doom 64 styled map. Must play.

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Unknown date

  
Great level, not easy, had to save often, pretty good layout. Four and two-thirds stars - and a Hershey Bar, if they still make 'em!

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  • File Reviews

    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
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