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Soldier's Stockpile (previously Marines of UAC) v1.1

   (42 reviews)
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About This File

This is an update/remake of MoUAC v.1.0, renamed because my upcoming SP project has taken that name. This mod is meant for use in custom maps and map-pack wads, to "spice things up" a lot. The story elements have been removed from this release. They just cluttered things up and were damn cheesy anyway.


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Few words: Major catastrophe. All of the guns change hand sprites. Awfully recorded sounds for the new enemy. Cut the bits of silence please. Other than that: 3/5 sound FX 1/5 GFX 4/5 gameplay Gripe: Slugs for shotguns? What the eff? If I recall correctly, it also serves as a different ammo type for shotguns. Shells, please?

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Alot better than some ive seen

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There are actually slug shot rounds for shotguns that act as single rifle-style bullets, as opposed to buckshot which is more commonly known and sprays it's ammo. Other than that 0/5

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i thought it was cool, although a bit monotonous, and mabey a incomplete feeling to it.

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this thing sucks. piss poor rips at its worst!!!!!!!!!!

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i like the colt 1911

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fail

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Cool wad

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First of all, if you value your sanity, do not play in any maps with revenants in them. Second of all, the most deadly sniper rifle has a 50 yard range. The weapons automatically reload, pretty much fucking you over in firefights, the weapons don't feel realistic at all - for example, the shotgun fires a 'slug' that you can snipe with...no connection to reality whatsoever. Avoid.

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This is pretty cool wad for doom. I like this!

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  • File Reviews

    • By Roofi · Posted
      A strange huge manor to explore with some sexy secret pics and many baddies. I didn't found this level really fun to be honest but it has many creatives ideas for a limit-removing map and a very obscure progression. Totally not recommaned for beginners because of the mandatory sr50-jumps and very limited resources on UV. PPPP has many vanilla tricks , especially the deep water effect when you walk in the water.   Detailed review : http://doomfrance.forumactif.com/t3832p50-boom-eternal-slumber-party#139129    My UV saveless demo (must be launched with ESP.wad) : DEMO    
    • By Roofi · Posted
      Grime looks like a more hellish version of Scythe 2's map 25 mainly because it uses an altered and darker version of the music "Intolerance" from Seiken Desentsu 3 and it was heavily inspired from Scythe 2 Map 23-25 . I actually found Grime way easier than Erik Alm's map . The health and ammo were indeed quite plentyful and above all Grime doesn't have those annoying and overpowered space marines. Inversely , Grime has more high-tier monsters but you can make them easily infight.   It doesn't figure among my favourite maps from Death-destiny but that remix of "Intolerance" is fucking awesome. :)   Detailed review : http://doomfrance.forumactif.com/t4688-review-maps-de-death-destiny#140845   My UV saveless demo : DEMO
    • By Roofi · Posted
      A tough speedmap made by Death-destiny with many questionable textures choices but I really enjoyed the moody atmosphere thanks to the music. However , this map is not as tough as others death-destiny's works even if a lot of monsters encounters happen in cramped spaces.   Detailed review : http://doomfrance.forumactif.com/t4688-review-maps-de-death-destiny#140845   My saveless demo done on UV: HERE
    • By Roofi · Posted
      Clearly not the best work from Didy but a good level after all. The map is short and has no secret. The totally brown techbase and the brown landscape were not really memorable but I loved the beach and the underwater area near the end. The gameplay frustrated me a bit because of the abuse of sniping enemies at the beginning and the also the lack of armor. UV-max is impossible too because an enemy is stuck.   My usual french detailed review : http://doomfrance.forumactif.com/t4690-review-maps-de-didy#140928   FDA Demo : Here
    • By NuMetalManiak · Posted
      apart from the maps in Dark Resolution 2008, I really am not familiar with Death-Destiny at all. when I played this, well, I gotta say this is one peculiar map. a lot of maps got inspiration from one of the most memorable maps ever, which was BPRD's The Mucus Flow, but this one is perhaps the most inspired by it. the way things are laid out here makes it feel like an unofficial sequel to that level, ammo depots and weapons that require keys, continuously respawning enemies (that if you can find a certain secret, you'll crush all reinforcements completely), and the overall design.   this is a very rough level though, one that certainly shows in how difficult it is. the respawning enemies are in red zones, and this includes a turret embankment with a cyberdemon, another with a spider mastermind, and several other ones, many of them being imps. the idea of Disturbia apparently has you going through the level finding each individual key, then removing the next barrier and moving on, getting progressively harder until you finally "disturb the land", then you backtrack, fighting off big hordes of enemies until you go through this huge mouth, this is where the exit will soon loom, but there's several arch-viles along with a couple or so cybers to contend with before making the land calm again, with that final switch being the swan song for this map. it's quite a creative premise, too bad the level is insanely tough and tedious to pull through so I have to dock off for that.   also, I hate to say it, but this chaingun is ugly as sin and is too large for its sprite. yeah, liking the doubling of ammo and fire rate, but Valiant's super chaingun was much slicker than this. it also has a weird sound. having no SSG or shotgun (or even shotgun guys) was an interesting touch, but it doesn't really make the level better.
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