< Toms Road >

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3 Screenshots

Author

Toms Gailitis

About This File

This one is the 11 th level from the < Toms Road > series...

Credits

idsoftware all wad builders out there, me

Base

What does this mean ?

Build Time

About two months, because I had a lack of time and concentration...

Editors Used

Wadauthor - allmost all the time, Wintex, Doombuilder - Downloaded it too late, 3D MAX, Adobe Photoshop

Bugs

No




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Zahid

  • 5
  

This is very innovative map it brought doom out of hell and other rather imaginary scenarios and present quite a realistic Fps style base to invade...there are lots of ideas to praise starting point with helicopter,ak47,knife,beer,exit area,snipers and that jump into main main building through fence all seems perfect...am digging rest of the series now...

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Unknown date

  • 5
  
toms gailitis know what he is doing. 4/5

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  • 4
  
"This level had some potential. Unfortunately the gameplay is pretty bad. 2/5" How was it bad? It was hard yeah, but it's supposed to be that way. -Craigs

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  • 4
  
Pretty awsoeme.4 stars

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  • 1
  
Crappy custom resources and a rather badly designed map. 1/5 - Belial

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Unknown date

  • 5
  
i love ur work, ive been a fan of ur stuff sense tomsroad.wad. make a megawad i wanna see more of it. keep up the great work -morbidtwatt-

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  • 4
  
This was actually quite enjoyable. FOUR STARS!11 -RottKing

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  • 4
  
Lots of fun again, this time with less ammo and health. Has same qualities (and flaws) as first ten levels - beer, AK47, places trying to look realistic (Doomish Bathroom Syndrome) and few bare parts. 4/5 -- Brun Ohn

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Unknown date

  • 3
  
Good time of fun nevertheless there are a few gameplay issues (a few too crampy areas, blue(?) key and maybe some enemies). 3,5/5. Hope to see more. - Cacodemon

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Unknown date

  • 4
  
Substantially enjoyable.

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  • 4
  
Preety cool gfx additions, I like those map who try to look realistic with humanlike constructions, kinda hard though. 4/5 - Optimus

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  • 3
  
Thanks everyone! And -morbidwatt- its really Cool that some one appreciates my work that much! Thanks! :) - BACKFIST

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  • 4
  
"Crappy custom resources and a rather badly designed map. 1/5 - Belial" Does Belial hate everything thats not packed with sectors for ZDoom or not KDIZD? I thought this was pretty good. ****

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  • 2
  
This level had some potential. Unfortunately the gameplay is pretty bad. 2/5

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  • File Reviews

    • By Alfonzo · Posted
      So. You're a budding level designer who wants to make an impact. What's the Big Idea? Perhaps if you enter stage left with an all-star cast of seasoned performers you can make an impression before moving into the limelight; a tried, respected practice. Or, instead, you could run bounding up the aisle with a megawad in each hand and demand attention straight away? Established designers have to wrestle with image and expectation all the time, but as a new member of the community, well... The Doom is Your Oyster. Your big ideas may yet survive the waves of doubt and disillusion bestowed upon you by Doomworld to turn into big maps!   Foursite wasn't exactly made off the grid, so I can't rule out the possibility that Bauul may have been trying to square his ideas with an understanding of accepted practice (he returned to the community at the tail end of 2015, having first joined in 2000), but it's a level that certainly plays and looks like it came from someone who was willing to let his ideas roam free... and that's really wonderful, I think. For all its flaws, it presents as a big window into the mind of a new talent, and half the fun comes simply from picking out the sorts of ideas that mightn't have gone unsullied by local sensibilities, had things turned out differently.   That said, it would be remiss of me not to start parroting the demands of conventional wisdom, at this point, so... prepare your Bauuls buns for burgers.   The best two things about Foursite are A) the way it sets up objectives and strings them together, and B) its set piece encounters. Not all of these encounters work out quite as well as they should, often being oddly balanced or hampered by some poor relation between player movement and decorations or monsters (I do wonder if the lost soul elevator in the second quadrant wasn't deliberately designed so that the items would block their flight, when needed), but the ones that do work are enjoyable, indeed. On the flip-side, however, the deliberate segregation of areas and the pacing combined have totally robbed this level of most of what's unique to a one-hour experience: the sense of journey and accomplishment. Interesting and grandiose as the encounters are, there's scarcely any connectivity between areas already seen outside of the grand central foyer around which all of the map is built — or, at least none that aren't contained within their corner — so it's easy to lose perspective as you pick your way through the base. This isn't always a part of design that a level of this size needs to succeed in, except the attempts at world-building make it clear that it's something the player ought to appreciate, here, so it's a glaring weakness. Perhaps the whole would have worked better as four distinct levels, after all.   Visually, things are busy and trim; schizophrenic, at the worst of times. Some of the areas are impressive, architecturally, but there is a sense that the innumerable textures, high contrast lighting and resulting incoherence is also doing its bit to take away from the journey. Combat is curiously malnourished: revenants only make an appearance after nearly fifty minutes in, and the vast majority of time is spent plinking away at imps, demons and hell knights with some combination of the (super) shotgun and chaingun (there is scarcely any rocket launcher ammo in non-secret areas). Otherwise, there are some inventive traps, and Bauul likes to toy with your expectation every now and then; a job made easier by his practice of repeating tasks and movements.   The only flawed map I'm always happy to play is the one that's made by a newcomer, and to that end I can say that foursite was absolutely worth the hour invested. It's a gargantuan roamer that delivers on some carefully crafted ideas, even if the bigger picture never really materializes, the fighting doesn't get out of second gear, and the ugliness abounds.   Bullet-points of Interest: An ambitious attempt at creating a journey that is somewhat undone by its layout and appearance. Grand and engaging set piece encounters; some more successful and memorable than others. Some very nice world-building moments. Restrained combat that eventually tires and disappoints. Too many mazes! Lack of new music is unfortunate.
    • By bzzrak · Posted
      A set that comprises an entire 17 maps, but only one of which is worth playing (map11). Everything else is barely even worth loading up. Disappointing. :/   J/k lol it kicks ass everyone's a winner excellent job folks :]
    • By Philnemba · Posted
      A surprisingly good episode from 1994 with great level design & some interesting custom textures that fits the "Nukege" theme. Highly recommend! 5/5  
    • By felgro · Posted
      Some maps are almost enjoyable. Some, like m2, are dull and repetitive to the point of utter boredom. All suffer from needless complexity, secrets that are either impossible to find or ones that simply don't register in the secret count. All of these maps are trying to reach a point of greatness that I doubt the author is capable of delivering. There is an old maxim - K.I.S.S. Keep It Simple Stupid. This could have been a classic wad. Sadly, it isn't. Replay value is nil. Off to look for something that actually is enjoyable I guess.
    • By Alfonzo · Posted
      *** Note: Levels were played in UV-continuous with pistol-starting upon death. No saves. ***   It may not be fair to say that a review for one Paul Corfiatis project is a review for all, but I would be hard-pressed to conduct similarly substantial articles for each of his major works without writing in circles. 2002: A Doom Odyssey seems like a good place to build a cornerstone review because it is considered by many to be the crowning achievement; a full four-episode replacement for Doom that, until the advent of Needs More Detail, DTWiD and other community-based efforts like Switcheroom, dominated the Ultimate landscape as one of the choice selections for nostalgia junkies. This, despite the fact that Paul's contributions amount to just one half of the set.   In fact, if there's an irony to this WAD's distinction, it is the story of its guest contributors — Chris Hansen, Rory Habich, Sam Woodman, Anthony Soto, Joe Pallai and Virgil the Doom Poet — and how their unique works offset and affect the evergreen standards of Paul and Kristian (the latter of whom I'm almost comfortable in naming as a guest, anyway: he mostly goes missing after E1). Throw a stone in any direction from 2002 and you're guaranteed to hit something Paul-shaped with levels that handle much the same as the ones here, or at least conform to a highly distinguishable set of tropes, and so a player that is somewhat familiar with his tendencies will search for differences to champion. In other words — by dint of familiarity — this is a WAD that is known to be Paul's and yet is renowned for its Others. Hansen, especially.   2002 paints itself as a pretty conservative take on Doom for themes and progression, yet with every episode the picture garbles and warps, eventually ending up as a very confused transmission that feels like the half-way point between different products; one good and one bad. Episode 1: Deep into the Code is like some customary re-run of an ABC mid-nineties sitcom; indistinct and far too comfortable in its skin. Its Phobosian skin. The combat is pedestrian, front-on and tied together with "hub-spokes;" the traps are betrayed by Team Paul's telltale design and are rendered useless; and the player is more likely to drown in the oceans of shells provided than be challenged by any one encounter. Identical in many ways to Knee-deep, as intended? Perhaps, but it is a dirge all the same, and continues uninterrupted until Hansen is brought in to upset the practice of using ammo and health as decoration. Throughout Episode 2: The Road to Eternity and Episode 3: The Evil Unleashed the introduction of more authors leads to some standout levels, even as the cohesion established between Paul and Kristian (there is an off-kilter charm to their pairing, for all grievances) begins to break down and the set loses some of its identity. The now pockmark entries by Paul are at least distinct enough on this scale, surrounded as they are, and some bolder design choices begin to appear in a few of them (Caves of Bosnia is perhaps his greatest departure, here), to his credit.   Stealing the show from right out of the hands of this weak-gripped megawad is the middle stretch of levels in Episode 4: Torment Ultima. Specifically, Anthony Soto's Back to Base X through to Hansen's Odious Grounds, although Paul's efforts in the new E4M1 and 8 aren't too shabby, either. These adopt from the Consumed handbook a crafty and devious dearth of ammunition and safe spaces; the tried and tested (and feared!) paradigm of peak difficulty in Ultimate Doom. They are the best maps by some ways, and also look a cut above the rest for their more intricate lighting and level of detail; the murky, latticed entrails of Pallai's Dementia a particular highlight.   Five years after the re-release of this acclaimed WAD, this review is not likely to change the mind of anyone who appreciates what is doubtless a nostalgic piece of work. It is, after all, a feeling around which the project was made. A less misty-eyed pass over what's on display, though, reveals a deeply inconsistent and — to a point — deeply ordinary Odyssey.   Bullet-points of Interest: Initially tedious but belatedly evolving into something more varied, challenging and interesting. An adherence to Ultimate Doom's progression and ideas that's somewhat muddled by the mix of guest contributors and conflicting new textures. Upstaging performances by Hansen, Soto and Pallai. A very enjoyable fourth episode, identity crisis notwithstanding. A hit-and-miss OST. Some great melodies, but a lot of tunes don't match up with the levels very well. Very poor end-of-episode levels/boss fights and super-secret levels.