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Total Control

   (49 reviews)
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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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Cacodemon9000

  

Cool visuals and nice atmosphere. There is a lot of room to explore and map itself is quite nonlinear, but without too much switch hunt. Start may be a bit tough, but overall difficulty is relatively easy, not many traps and all of them are predictable. Good work.

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NuMetalManiak

  
really good map

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Guest

  
This is the bread and butter right here. The atmosphere is ace, the gameplay is brilliant, and the architecture is very good! The level of minute details is just insane that sometimes you can get trapped or caught so be careful! Either way this is just very playable, very pretty DOOM. 5 stars again to the Dutch Devil. -TRRobin.

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Unknown date

  
Here we have an atmospheric high-tech ZDoom ambience again. The map is very detailed with some really nice editing ideas, which are put in the limelight by a lot of coloured lighting mainly. Gameplay, however, is a bit too easy. Most ennemies are former humans, so you're provided with tons of ammo, and health is opulent, too. The fact that I got a BFG and Plasma Gun which I never needed, demands a sequel map with harder villains. 4/5 -Milian

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Unknown date

  
to the reviewers who say it's too hard: ever heard of difficulty settngs? I really liked this. 5/5

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Unknown date

  
I've said it before, and I'll say it again, I love non-linear maps. :D Detail is really nice too, I liked the defense doors you had throughout the level. I wish I could have been able to use them for defense though, as is, most are just window dressing. I also wish there would have been a place where the BFG could have been put to good use; as is, unless you want 100% of everything, there's no need to bother with it at all. Otherwise great level; your best one yet. Keep up the great work Dutch. - Nuxius

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Unknown date

  
A very nice map, though due to non-linear design you need good map knowledge to play it effectively, esp. at the start of the map. Low health and hitscan enemies are the reason. The BFG can be use in a variety of ways, most often for solving fights faster but I agree that it isn't a crucial item. I liked the previous maps more, but this is still a solid 4/5 - Belial

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Unknown date

  
Great looking map but with too many monsters and too predictable battles to make much sense... It hasn´t a bad gameplay when you get to know the layout but it´s far too long to encourage players to go on without saving and some battles are just mindless... Still, you will enjoy it if you like to hold your "fire" key :). 3 stars.

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Unknown date

  
Didn't bother to play it SP, but in coop it was a bag of fun. Good work. 4 stars.

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Unknown date

  
Masterpiece - Vote: 9!

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Unknown date

  
A very very good map. Non-linear, so you have to find you way around, but puts you into challenging battles and also has some clever secrets. I actually didn't use the BFG once, so I can't say you need it for this map. Detail is superb 4.5/5

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Unknown date

  
Just finished on UV first attempt. When I got to the exit I thought it was a bit weird there was about 100 monsters left so had to go back and find them. Got all but one secret and one monster (the one at the exit). Excellent job. 5 from me.

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Unknown date

  
Fun wad. Lots of nicely different sound effects and challenging battles and weird lighting effects and things that go BOOM!

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Unknown date

  
Deserves a 5, but not a fan of the "where do I go? Hey look a chaingunner, damn there goes my health. Now where do I go again?" style. -epyolol

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Unknown date

  
Pretty nice looking map, but very boring to play. The fights were nothing special at any point and the keys were used in a pretty unoriginal way too. They didn't open new parts of the map. They opened closets at the corners of the map with new keys. 3 stars. The architecture and detailing saved a little.

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Unknown date

  
I loved the detail and lighting but didnt care for the layout. I prefer more linear layouts. 4/5 -Superdavey

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Unknown date

  
A lot of effort was put into this map, but what a waste. It's full of boring and useless detailing, it's too dark (and the colored lighting made my eyes bleed), and the enemies are placed all over the level in a boring and uniform manner. I couldn't make myself finish this map even with cheats on. There simply wasn't anything interesting here. I'm tempted to give it 1 star to balance all the positive reviews, but I think it deserves two.

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Unknown date

  
ECELLENT architecture, fun gameplay. Definantly worth cheching out, one of the best single maps of 2005 IMO.

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Unknown date

  
Excellent

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Unknown date

  
"...but I think it deserves two." Wow that's nice of you! Awesome map, I absoultely loved it. I really didn't find the fights boring as some others did, and the detail was awesome. I still play it every once and a while and hope to get some good inspiration from it. -Tango

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Unknown date

  
must have wad!! epic hard gameplay, great map, nice monster replace survival! wish there would be a mega wad :(

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Unknown date

  
Very difficult at first, but gets easier as you collect more firepower. Insane detail. Don't forget to save, cause it's gigantic. Definately worth playing. Better than Devil's other maps that used custom monsters and were just way too hard.

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Unknown date

  
Well done, great effort! 5 stars! -Tormentor667

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Unknown date

  
Plays as good as it looks.

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9. - Ultra-Violence - Continuous combined with pistol start mindset. - Saves every 10 minutes or so.   Sweet literal flashback to Doom II, a set of fun maps of nice consistent quality. The story is comically lengthy, like nothing you'll usually expect to see in contemporary wads, and I took my time to read it (too tempting for tl;dr). It's fascinating how much thought the author put into something most players generally overlook, and in spite of recalling little of it, the plot starts after the incidents in Plutonia, scientists researching ways to prevent the resurgence of the Icon of Sin, but due to outdated technology, they sent the marine back in time to help to complete their work, once again. What I wasn't expecting is to find the initial map quite familiar (I didn't do my research, as you can see). These maps are re-imaginations of the iwad levels, but with a slightly different design perspective. Yes, techbases, sewers and miscellaneous man-made buildings are back, even the classic "O' of destruction", they constitute the first and longest episode, though in a more new-fashioned, higher quality way in terms of layout design. The later section is thematically hell, my favourite since the author combined darker shades of grey/brown rocky areas with classic hot red textures, giving it strong visuals. Part of the new music is remakes of classic tracks from the game, which accompany the journey in a nostalgic way. The rest go well in their spots, such as the "Hell" maps include one of the most quiet tracks I've ever heard, very nice. On another side, the new sound effects, which are supposedly enhanced versions of the original ones, were a welcome change in general, like the cyberdemon's death now sounds more explosive. There's a "clean" version out there without the added SFXs, if anyone dislikes them, not that they impact gameplay wise.   Much of the combat is alignments of incidental cleaning and classic setups corresponding to the map's slot, that means plenty of homages (super shotgun debut in map 02, the confined zombies at the start of map 04, the helpless spiderdemon under a crusher in map 06, the famous barons vs. cyberdemon infight simulator in map 08, the zombies closets in map 10, etc.), even though the maps aren't built around them. With a higher monster count than average, the levels are still far from grindy scenarios, any casual player can feel at home playing these maps, besides the difficulty peaks near the last entries. That is not say they lack strong opposition, but the balance is adapted to encourage exploration, and to be careful mostly with hitscanners and the occasional horde in tight quarters or special trap (like the dark corridors that turn into lava in map 13), while you experience flashbacks continually. The hell maps seem to be fresh design, perhaps some The Living End vague vibes in map 13, but a deviation from the homages, which is a nice change considering the start/exit connections from the first episode kind of wore out after a while. If something valuable to rescue from them, is that the author put health and/or ammo pickups for free, presumably for continuous players' commodity. To my surprise, the hell episode doesn't contain any single former human type, not that I missed them, they reappeared in the secret maps.   Secret-wise, on this side there's plenty of nice secrets to find. Not much like misaligned textures or fake walls, a sign of good variety which includes hidden switches in many ways, and generally easy to figure. A thing I noticed, players' possible major obstacle could be to find armor for free, specially pistol starters. If you don't see one anywhere, it'll most likely be hidden. For favourite maps, could be 12 and 13, though the techbases were fun too. I'd pick 14 up until the inopportune boss fight, but that's just a personal distaste towards that kind of gimmick.   Overall, thumbs up! I find it accessible to anyone looking for throwbacks maybe, or moderately easy maps with simple difficulty progression. I wonder how the other original levels would have been interpreted here, but I guess we'll never know, unless there's a sequel somewhere. Anyway, my rate is 8/10. 
    • By amackert · Posted
      A decent (if slightly dated) set of maps with a moderate level of difficulty for the majority of it. I played it twice recently on UV, both runs played continually. Both saw me enjoying a good portion of the wad, but on each run I left the experience irritated. I feel Map 26 is the true end to the wad, as Maps 27 through 29 are extremely drab, boring slogs that fail to continue the intensity introduced with Maps 25 and 26. Map 30's Icon of Sin fight is also tedious and a poor way to end things, essentially requiring SR50 for the first elevator. Had it not been for these issues (and an excruciatingly sluggish Map 20, but slightly less so on my second playthrough), I would have given the wad four stars. It's easy to see why this was seminal at one point in time, but wads in more recent years have far surpassed it in not only map complexity, but enemy diversity and overall map/wad pacing, among other things. It's most certainly not the greatest megawad ever made, but it's still worth playing.
    • By amackert · Posted
      Visually there is a ton of attention to detail which is always a treat to look at, and the actual map designs of the first four episodes are very well done. I enjoy the "new" monsters and some of the upgraded weapons, it definitely makes certain parts of it feel fresh compared to the typical wad. The challenge on UV was just right for me with few if any parts being too overwhelming. Overall it gets a 4/5 from me because I wasn't a big fan of the fifth episode set of maps, both thematically and gameplay-wise. Ammo starvation was real there in those last few maps which isn't a lot of fun to me, not to mention its too drastic of a change compared to how the rest of the wad plays. Also, thematically I feel like these end-game maps would have made a bigger splash as mid-game maps, not finale maps. Great idea with the final boss mix-up though, I enjoyed that. I do still prefer Ancient Aliens as a whole (a wad that I feel is much better balanced overall and is more interesting of an experience), but Valiant still comes highly recommended from me.
    • By hardcore_gamer · Posted
      I agree with BChricton78. Rather than being fun to play, this remake just highlights how massive of a difference good lightning and texturing makes to a level/game. I know this isn't the fault of the makers of this mod since they were merely remaking the original Doom 64 levels, but these levels frankly aren't very great when stripped of the improved Doom 64 graphics. So much in fact that it makes me wonder how important level layouts even are compared to other aspects of the visual presentation such as texturing, lightning and rendering.
    • By silentzorah · Posted
      Good stuff.  Only giving it four stars because though the new music was good, I just wish there was more of it.  Still, this wad is absolutely worth your time.
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