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Sapphire - Orbital Research

   (146 reviews)
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4 Screenshots

About This File

This is a medium sized map based on a space station, a research facility for engines powered by simulated black holes, maintained by the Sapphire Corps.


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elend

  

A techbase (orbital space station?) that lacks gameplay and tries to make up for it with detailed corridors and very neat effects. Unfortunately the really gorgeous visuals (awesome skybox, great textures and their usage, good lighting) cannot make up for the corridor gameplay. This is one of those maps that feel very copy and pasted, because you entweder one corridor after the next and apart from some different colored doors they all look the same. All key pickup rooms look the same, all corridors look the same, only one room at the beginning of the map has something more unique to it. Corridors are usually fine, if they are connected to actual rooms and not other corridors. It's a pity, because everything else is really great and with a little bit more effort (i. e. more "unique" rooms inbetween) it could have been so much better.

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NuMetalManiak

· Edited by NuMetalManiak

  

i'll go ahead and say it, but I never understood the hate that Tormentor gets. he makes ZDoom wads that are generally fun, and this is one of those. only one map, it's a very well-done techbase that looks snazzy. the gameplay definitely isn't a strong suit though, since most of it is "shoot what's in front of you" there are six color keys, and the base does have a few branching paths, but ultimately the gameplay is quite linear and the ambushes after key grabs are quite easy to anticipate. some newer monsters to slow the pacing down a bit, but they aren't too much except for the boss at the end. pretty typical for a Torm ZDoom map. is that why it's hated? I still don't understand. but I had some fun with this still.

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Guest

Unknown date

  
One of the best maps I have ever played. I have played many many maps. Probley spent more time looking around than fighting. 5/5/06

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Guest

Unknown date

  
I like this wad it's very detailed and fun to play I'm a gzdoom nut so I love levels created using it I look forward to more levels from you Tormentor667

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Guest

Unknown date

  
That nifty skybox and reflections sometimes look much better in quality than your average 3d accelerated FPS game! Wow,. I could never expect such a gfx quality from Doom! The gameplay is a bit forgetable though. 4/5 - Optimus

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Guest

Unknown date

  
rox

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Guest

Unknown date

  
Very Impressive! i love space maps and this one rules. tough, few things. First, the bloodcolor could be dark green (for Hell Knight and for Baron) and caco dark blue.

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Guest

Unknown date

  
Looking awesome this map is great 5/5

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Guest

Unknown date

  
Yet another shitty sparkledog in doom form.

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Guest

Unknown date

  
This is a really nice wad , not your best, but still very nice and it looks great. It's a nice filler untill TNT4 comes =) So f**k the usuall negativity of doomworld.com's newstuff. 3,5 stars in my opinion.

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Guest

Unknown date

  
3/5: Looks good, but what matters more in my book is gameplay. Which suffers here, sadly. If only he had taken the time to make sure this played well... -- Wills

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Guest

Unknown date

  
What's with the whining here? This is all good aside from the corridor madness

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Guest

Unknown date

  
Good, but not that great. Looks nice but it's boring. It's more a showcase of (useless) detail than creativity and well designed gameplay.

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Guest

Unknown date

  
realy hard but its all good

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Guest

Unknown date

  
Gets boring quite fast because of the predominantly squarish designs and linearity. The section after the purple door doesn't help, same goes for other lengthy hallway areas where monsters can only come from one direction. There are several rooms that provide a more interesting challenge (like the YK room or the room with 3 switches) but that's not enough for me. 3/5 - Belial

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Unknown date

  
This map kicking ass LOL -Daimon

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Guest

Unknown date

  
OOH SHINY FLOORS

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Guest

Unknown date

  
The atmosphere is perfect! Download it now! 5/5

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Guest

Unknown date

  
This one is fantastic! - Zalewa

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Guest

Unknown date

  
Good. Elll.

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Guest

Unknown date

  
This is a beautiful map with great atmosphere and style. Gameplay is linear and predictable, but the battles are fun and exciting, and require some tactics to get through. Not for everybody, but if you appreciate aethetics, you will find this exceptional.

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Unknown date

  
Good level, decent gameplay. Worth a run. Very nice visuals. I think i'm tearing up deathz0r ;( -Fusion

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Unknown date

  
Best map in a long time, from a solid author. Standard yet fun gameplay, nice aesthetics. Give it a looksee and judge for yourself, don't listen to everyone's opinion, make your own. --Darkfyre

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Unknown date

  
Outstanding. Absolutely NO COMPLAINTS. Extra Textures used very well. Gameplay is a bit repetitive but its always exciting, the pace never slows down. Just fuckin OUTSTANDING. Felt much like unreal. Great job on the atmosphere,its the best ive seen so far for a single map. Complete with endgame graphics and all. Which is very beautiful by the way with the 2 moons and the beach. ZDoom features used well and sparingly. Not overdone just cuz one knows how to use it.

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Unknown date

  
This is an extremely good-looking level, although if you strip away the looks it's surprisingly simplistic. It reminds of a typical Quake II map but with more monsters, in the sense that it's a methodical and generally one-way blast through a set of good-looking locations. Eventually becomes a bit of a chore. The difficulty is mellow until the very end, where you face three archviles and a chaingunning, BFG-ing spider mastermind. Lovely skybox, nice design.

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  • File Reviews

    • By Walter confetti · Posted
      IT JUST WORKS! Ok, with that stupid jojoke out of the way, we can start talking about this map:   It's a nice map from 1995 with some interesting room shapes (especially the one beyond the blue skull key door), the difficult and map flow is pretty easy and straightforward to navigate, don't fell discouraged by the large amount of enemies (it contains 120 monsters in total)! They're just cannon fodder for the majority of the map, expect for the final part with a arch-vile / cyberdemon combo near the exit, overall it could be easily beaten in 10 minutes or even less if you are a talented player... Enjoyable.
    • By Walter confetti · Posted
      Pretty 90s-ish, basic looking map sets into a tech / hell fortress of sorts, really large map that i've finished in 30 minutes, but luckily the map uses not really hard monsters to confront, making this pretty easy to finish, but again, is a long, LONG map with the most tedious parts are the mazes and that long backtracking stairs... Pretty meh   Also this map crashes on Doom 2 exe (DosBox) when you save the game, so i played it with a limit-removing dos port (doom 2 plus) without any trouble, so if you want to play this you had to use a limit removing port.
    • By Walter confetti · Posted
      Nice mini episode, reminds me of some sort of amateurish Plutonia Experiment sometimes. Pretty enjoyable!
    • By Summer Deep · Posted
      A very decent challenge. Took me about half a dozen attempts to crack it on UV. The wad is from 2015, but could just as well have been from around 1997. Solid, traditional classic Dooming.
    • By riderr3 · Posted
      The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.   The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.   I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
      And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.
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