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REDROOM

   (2 reviews)
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About This File

Here is a nice one !

This map consists of 4 sections that I'm sure you will enjoy it.

Users Guide:

At the beginning you will be in the first section which includes the big grey saloon, the patio and the metallic corridors. Then, the other sections are the Catacombs and the Sewer. The latest one is the Red room which contains the Blue key necessary to open the door and exit the game. Keep playing ! you finally will be at the Red room.

In the game you will pass close to the Red room, but you need the yellow key to enter in it. (there is not red key for the Red room).

I recommend that you enter into the Red room using the door inside the red corridor, not the door in front of the shiny metallic corridor. Press the switch and quickly leave this room from the same direction you came inside (if you are still alive), then go around thru the shiny hall and enter into the Red room thru the other door.

Into the Red room, for your protection from the Cyberdemon, there is a little bunker that you can hide and think. Close to the bunker you almost can see the Rocket Launcher and boxes of rockets, if the Cyber is not around (he is deaf), then leave the bunker and try to get this arsenal. Once you get this, isn't necessary to turn around looking for the Bunker, since a teleporter inside a little room in front of the rockets will send you back to the Bunker. Now that you got this arsenal, try to leave the bunker by the door that you came in, go around thru the shiny hall and attack the Cyber from the windows or from the other entrance. Don't get to close to these windows, he will fire at you! If you run out of rockets use the machine gun or the shotgun. If you are smart, he will die. By killing the Cyber will be easier to get the blue key.

Be ready to save your game many times in this section !

Please: Always Refer to the Red room with some respect, and write this name with capital R.

I included in this Zip file, good music from one of the Episodes of Doom.

To play the game: DOOM -FILE REDROOM.WAD E2M8.WAD


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Unknown date

  
This is from November 1994, and includes the music from E2M8 (why not just set the map in E2M8?). It dates from a time when there was no way to tell whether a given patch of wall was a secret, or just a misaligned texture. Surprisingly it's not all that bad, being a bit intricate and mildly amusing to play - with lots of bugs, including an abortive cyberdemon fight that doesn't work because the bloody thing is humping an imp.

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  • File Reviews

    • By Chipchase · Posted
      I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. There are wads where you die quicker (eg "Stupid Benchmark #1"), and wads with worse graphics( eg "Sand Chain").  TBH, after all the hype I was a bit disappointed, I was expecting worse LoL.  
    • By NuMetalManiak · Posted
      Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.   this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?   WRONG   while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.   it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
    • By Chipchase · Posted
      Pointless crap.  A small yard, empty except for a futuristic shotgun. No monsters and no exit. See my screenshot and you've seen it all.  
    • By Doomkid · Posted
      Classic funny little skin, still used in servers to this day so I think it deserves some love.   I like that the voice clip says “WHERE ARE A MY PANTS?”
    • By Chipchase · Posted
      More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.
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