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Sapphire - Orbital Research

   (146 reviews)
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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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Unknown date

  
rox

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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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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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Unknown date

  
realy hard but its all good

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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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Unknown date

  
OOH SHINY FLOORS

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Unknown date

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

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Unknown date

  
This one is fantastic! - Zalewa

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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 NuMetalManiak · Posted
      so it seems I have not actually written a full review of Eternal Doom yet, Eternal Doom is often touted as the classic megawad of getting lost, with people crying "SWITCH HUNT!" and completely obtuse progression no casual player can think of. yet if I were to have a say, I'd say it's the best thing TeamTNT ever actually made. by comparison, Icarus is a standard megawad with some weird bits, and the same for Evilution. Daedalus is all sorts of fucked up, and the deathmatch sets aren't memorable to the singleplayer levels. this means that Eternal Doom forever stands the test of time despite its age.   you'll be happy for some of the shorter maps, which include MAP01, MAP06-08, MAP16-18, MAP21, and contrary to popular belief, MAP28. for the rest though, you'll get lost, that's the whole point. you'll likely cry foul at the obtuseness of several of the levels, in which knowing the author style really sort of helps. but when you're not hating it, you're liking it. some puzzles are actually fun, and combat remains serviceable in most locations. there's still loads of obscurity, so it helps to use that automap, especially for the memorable MAP12.   from the looks of it, it looks like Chris Couleur and Dia Westerteicher were the two who's maps will likely be felt the most. Couleur's style is making generally expansive locations in medieval fields, so there's a lot of room to run around in and quite a lot of meat in every nook and cranny imaginable. I can perhaps think it would get old after a while, but MAP11 is a nice treat and easily the best map he's done. Westerteicher seems to be responsible for most of the shorter outings, all of which have at least one bit of obtuse progression that casual players won't see. MAP03 is his best work if I'm being honest, and one of the best ways to utilize six keys in a non-Boom fashion. for the other authors, we have Adam Landefeld, with two large and two short maps, usually similar in style to Dia, Alex Mayberry, with two very linear levels, and Paul Schmitz, who may have made two short maps by ED standards, but actually somehow manages to make their progression memorable by being quite perplexing.   the showstealers are Sverre Kvernmo, Jim Flynn, and Bob Evans. it's likely these are the ones who's maps will be the ones you'll get lost in the most. Kvernmo went with MAP04, a large crate maze and sewer system, although progressing through it is generally just long, while MAP05 is actually quite short. MAP12 however is a certified magnum opus, a nicely done medieval castle with an interesting puzzle for the yellow key that still proves memorable to this day. the late Jim Flynn holds three rather notorious maps, the first being Monster Mansion (MAP31) a map that holds the most insane realism of a mansion with loads of crannies. the next is the appropriately named Beginner's End (MAP25) with numbers of confusing puzzles, and having to retrace your steps often, then right after that is the frantic MAP26, loads of ground to cover but hard to even go around. then there's Bob Evans; if MAP20 makes you squirm trying to figure out where and what is to be done, MAP30 will certainly be a true treasure hunt. these two maps are the ones where you'll need all the luck and patience to go through them.   I've played Eternal Doom all the way through many times, and my opinion of stuff tends to shift constantly on each and every map, but I tend to enjoy what I play through as I go along and memorize where anything and everything is. Eternal Doom surprisingly has linear key progression throughout the entire set, something that I'd love to see done in level progression diagrams some time soon. its maps are made out to be both long and memorable and perfectly deliver on those fronts, standing the test of time to this day. of course, there are much longer and larger maps than even Excalibur, which shows how inspirational the whole set ends up being to make much longer creative children. all this makes this the greatest accomplishment TeamTNT ever made.
    • By RonLivingston · Posted
      I have to say this, But this is the most scariest wad I've ever played, you know the yuri battle before all of those pictures came up, the super scream sound nearly made me have nightmares!
    • By TheBoltDoomer · Posted
      It has some good construction's for '98 but nowadays is not so good compare to other maps. One of his good aspects is that it has an RNG system for Teleporters making for each reset a new encounter variation but the areas are too dark forcing you to change the Gamma Correction.
    • By spd7693 · Posted
      I played the wad when Altima recommended it to me since I told him I love big complicated levels. I wasn't disappointed. Except... Map 26. Map 26! The reason I'll never play this pack again! So sad, because the first release has some great maps, especially map 12 Darkdome. It contains one of my favorite cyberdemon encounters. 19 sucks as a level as well and 20 is... weird. These three maps drop one star and the other drop is because of the lack of secret levels in the progressive run. The only secret map must be put as a map 1 replacement and I'm not a fan of that. Some encounters aren't fun, some required lots of infighting. Overall, the wad is tedious. Another reason for me to never play it again is that I no longer will have half a year free time. Yes, that's how long it took me to beat it. Anyways, a fun wad overall with great final map, some other strengths as well. Only if it had its secret levels the proper way and if it was vanilla compatible... 
    • By Juza · Posted
      Unquestionable classic, and one of my favorites.    The only wad I know that implements switch-hunting as the gameplay progression basic without ever making it confusing. Unique for its unorthodox design decisions, its work with the original base textures, and handing a feeling of obvious progression to the player, as the layouts and gameplay get more complex with each map, while still holding episodic themes and its distinctly identifiable design choices throughout the entire trip.   Gameplay can be a bit too easy, but it's not unenjoyable; it's certainly grand amounts of fun, for it's impressive how creative and consistent it is. Don't be afraid to try it on UV, the scaling of the wad's overall difficulty is very smooth, and the entire wad has a really good flow overall. Amazingly, makes good use of backtracking: It adds to the certainty of obvious progression. The switch-hunting will never leave you wondering where to go, for it'll be largely obvious where you must head to. That's honestly impressive.   Music is entirely original, and boy is it good -- and especially -- memorable. You'll be thinking about some of its tunes for weeks, while reminded of the map they're associated with.   Looks are the comfiest there could be. Modestly simple: limited to the base game textures but doing amazing work with them, and a lot of contrast with its use of lighting.   5/5. SOULFUL. The most fun I ever had in cooperative multiplayer, and highly satisfied while in single-player.
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