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The Singularity Complex I

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JudgeDeadd

  

A pretty cool E1-themed episode. The beginning is quite shockingly difficult if you've gotten used to trivial E1-style maps. If you play continuous the later levels will become more manageable, though by no means easy.

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NuMetalManiak

  
weird hub episode.

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Ezepov

  
Super

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Guest

  
The maps are excellent, I like the hub idea (a little precursor to BTSX?, though I doubt there's really any connection). The E4 sky fits surprisingly fine. You get 4 regular levels (two were classic10 and 11) and then the hub which is used 5 times and I count collectively as one level (since it's not desolate). So more a minisode in terms of playtime, but quantity and quality are different. The repeating hub seems to emulate what can be done with ZDoom, a decent enough idea there.

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Guest

  
Enjoyed this a lot. It's another great Doom episode from Jan that's worth playing. Maybe not quite as excellent as Classic Episode 1, but still great. Recommended. -TRRobin.

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Guest

Unknown date

  
It's not bad at all, but I kinda expected more.

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Guest

Unknown date

  
Another excellent offering from Jan Van Der Veken, mixing clean, appropriate detailing with solid, interesting architecture and some of the best DOOM 1 gameplay I've ever experienced. Monster placement and traps are consistently well done and the challenge level is perfect. 5 well-deserved stars.

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Unknown date

  
Ugh, this wad's ruthless. After a few Doom II "kill 'em all!" levels where you just slaughter dozens of Hell Knights, Mancubi, and Cacodemons with your SSG, running like hell from a few Demons as they try to corner you is a revelation. The oppoistion is a lot fiercer than their numbers or types suggest )mostly shotgun guys, Imps, and Demons). Expect to be cornered, outflanked, ambushed, and generally raped many times. Too bad it's not a genuine hub, as the setup restricts the level count. --Woolie

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Unknown date

  
The first level just aggravated me - you have a pistol and a berzerk pack against masses of imps and demons, but the level is so cramped you just stand there going bang, bang, bang. And being the hub, this level is repeated between all the other levels (there are only four 'proper' levels in total). The proper levels are great, although one is a re-release.

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Guest

Unknown date

  
gamefun is high, gameplay is great... perfect

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Guest

Unknown date

  
tough,looks sweet,and omg where all those imps come from. think fast, shoot faster, 2 thumbs up on the action meter :)...

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Guest

Unknown date

  
The level design and texturing was pro quality. I like the idea with Hub map. The monster placement was smart too. The only thing I didn't like was the last boss fight. There was too few space for avoiding shots for me ;) 4,5/5 - Damned

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Unknown date

  
This is an amazing episode replacement, kept me on the alert at all times,and not many wads can do that. 5/5

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Guest

Unknown date

  
Great! 5/5

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Guest

Unknown date

  
Classic Episode II -- Wow, good job!

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Guest

Unknown date

  
As for the first level, it's a littlehectic but not that hard really, if you play it smart: don't get cornered, use the barrels to your advantage, and use the berserk pack!

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Unknown date

  
Great wad, what a follow up ; )

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Guest

Unknown date

  
I don't really like how the first level is repeated where you visit different hubs or sections. I was expecting a more Doom Like episode. Overall, this was was extremley challenging and difficult to play with lots of poorly placed shotgun guys to make the pain even worse. Level architecture was simply superb, especially E1M9 (The fourth map). 4/5 -pc

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Unknown date

  
Great to see you still making levels! -Tolwyn

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Guest

Unknown date

  
Cool 4/5

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Guest

Unknown date

  
Since the text file made it sound like this was designed with gzdoom in mind, I assumed that "jump" would be taken into account, but apparently not. There are numerous areas throughout the maps where I was able to jump to places I was not supposed to be(one of which required me to clip to get out of) and on E1M2 I could jump the gap to the exit podium and end the level before it even really got started. Not a bad mapset; just take the name "Classic Doom" literally and turn jump off.

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Unknown date

  
Jan Van der Veken is one of the masters of retaining the old-school Doom look and feel, but with beautifully complex textures and architecture. The only real downside of this wad is the 'hub' idea, in which you repeat the same area four times, but each time with new paths to take, and increasing difficulty. The other original levels are all top notch. 4/5.

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Guest

Unknown date

  
Like the first class_ep, this is a high quality episode; these 5 (real) maps, boss map included but otherwise not the "hub" maps, could easily be things ID Software had made. Unlike the first class_ep, this pays homage mainly to E1, with the exception of the first normal map, an E2 style map. My only real suggestion (not even complaint) would be to scrap the E4 sky and use the normal E1 sky instead (and maybe put in a ZDoom E2 sky lump in the E2 style map). That would make it even more notstaligiac.

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Unknown date

  
JVdV has always delivered, this is no exception even though three maps are recycled and it's only really about half an episode. And why the E4 sky? But anyways, these maps are great.

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Unknown date

  
Fun fun and more fun, but only after you beat the first moments in the wad, which is not precisely easy. A good work in almost all aspects but nothing really revolutionary. It makes for a good 3.5 stars, thus, 4. - Dani.

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  • File Reviews

    • By JudgeDeadd · Posted
      The Artifact is a classic 1995 three-level mapset. It might be one of the highest-quality 1994/1995 productions I've seen, standing alongside such releases as UAC_DEAD or Galaxia. Much like them, Artifact has something of an unique air about it... a feeling of a true adventure, where you can palpably feel the author's enthusiasm and creativity as you go, each new room and area somehow feeling unique and lovingly crafted despite the simplistic looks. One downside of the mapset is that progression is occasionally confusing (such as one door switch on map03, hidden on a column that lowers into the ground).
    • By vdgg · Posted
      A set of maps, carefully tuned for pistol starts, pretty hard/challenging. The maps are rather small and have exactly one secret. There is no stylistic consistency; there are a few bases and castles, caves, hellish maps and so on, everything totally mixed up. I can assume the earlier maps have their slots because they are easier and the later maps - harder. MAP26 is probably the most difficult one. mlm12 reminds me a bit of Going Down, as the levels are small, packed with enemies, and one different from the other. But mind, they are less polished than GD. Some maps have a pretty high 2000's level of detail (the ending corridor from MAP09), some others are much more basic looking (MAP02). IMO they are rather good looking (above average).   Bugs/problems: The mapper leaves all the doortracks without "lower unpegged" flag, so they move with the door, I'm sure he knew how to prevent it but he preferred the doors to behave this way. What is more problematic for me: unreliable W1 monster teleports, places where you can get stuck and decorations impeding player's movement, no Boom actions but some maps require -complevel 9 due to traps not working with limit-removing compatibility.   Favourite maps: 03,08,17,24,25,26. I would definitely recommend giving it a try: the maps are so different everyone will surely find something that appeal to them.
    • By Maximum Matt · Posted
      Finally played this one today, pretty good for an old-school level, hub layout, so not so linear, varied locations (including a huge canyon area and an underground cavern), LOADS of monster traps triggered by linedefs, including traps WITHIN traps (very nice).  Not too much of a challenge, but quite fun. 
    • By JudgeDeadd · Posted
      Good atmosphere, but ruined by the terrible gameplay. Tons of identical enemies attacking you over and over, plus some very dark levels where it's impossible to see where you're going, all amount to a mod more annoying than scary.
    • By sesq · Posted
      you can only have so many baron/hell knight vs ssg rooms before it gets tiring
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