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The TechWars

   (43 reviews)
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A Tech-styled (mostly) megawad for ZDoom. My first


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Icekow

  

Pretty Okay....

 

1. Gameplay and Difficulty

Obviously the gameplay is just traditional Doom/Doom 2, find keys, open this door, and most importantly KILL, just Doom, my problem lies in the difficulty and map design.... The wad is kinda for a more experience player, if you're not that great with weapon/ammo conserving, you're gonna have a bad time. It would've been fine if the enemies were not that much of a bullet sponge but they are, it forces you to run which does not work for this type of megawad, i feel like with an update adding more health packs and/or ammo and guns might make this a little easier especially for newbies alike. Either shave off some enemies or add a lot more ammo and health.

 

2. Maps

This one is a very mixed bag, some are unforgiving and some are really hard to navigate, i won't spoil but there is a certain map that just drives me insane since i literally don't know where to go, it kinda feels like an old map.

 

3.Conclusion 

Overall the wad could've been better, it's ashame really, it can be fixed with a bit more time.

I really don't like projects like these just becoming something average when it could be fixed, i feel like an update fixing problems in ammo and enemies could really work. I encourage the developer/s to actually work more to this wad cause i can't stress this enough, it is possible to be fixed.

Other than that i give "The TechWars" a 3/5

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Gato606

  

Not a bad megawad, but the design is not very elaborated, a bit tedious to go for a corridor, door after door, expecting a monster to suddenly jump, a couple secrets didn't have any hint about how to find them, had to go all the map trying every wall.  I couldn't understand how the insanity rifle work, LOL (played with Æons of Death 6.66)

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Guest

Unknown date

  
To Belial - The 700 is actually the highest. But I can tell you, TW2 will BARELY use the TEKGREN textures. :P -Moti

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Guest

Unknown date

  
Hey Moti, this is a very nice and simple wad to play and it dosen't resemble Doom in any way. The challenge is great from start to finish and some of the music you've used is well chosen, three songs by me are used including E3M8 from 2002ADO which is one of my favourite tunes. Simplicity is better though, but your design aint too bad. And by the way I will give you 4 stars. -PC

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Guest

Unknown date

  
Detail is average-subpar, gameplay repetitive, yet I still like this. Don't know why.

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Guest

Unknown date

  
I don't know what the maxhealth value is in this wad, but when I have 700 health I tend to think that I'm playing a jokewad. Everything in the wad is balanced in favor of the player, and the other design flaws were already pointed out in the previous reviews, not surprising since they are just as obvious. I could just add that the author rapes TEKGREN variants in way too many maps. All in all, for a first release it's still a competent, bugfree mapmaking effort, so 3/5 - Belial

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Unknown date

  
I enjoyed this and I look forward to the sequel. I however hope you make the sequel a lot tougher (I don't think my health went below 400), a bit less linear, and with more varied level design (almost all fights were from the front, too many corridor-room, corridor-room themes). But like I said, this was a lot of fun.

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Unknown date

  
7.8 / 2 = >3 Oh well! Nice set of maps ;p Good work.

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Unknown date

  
Just when you least expect it, a one-man megawad arrives. This has some of the author's trademarks, e.g. the custom monsters, the colder colour palette, the expanded health. The design is simple and clean although the levels feel very similar, as if the author had made seven large techbases and split them into smaller chunks. A lot of one-man megawads are like that. But it's fun to breeze through quickly, in one go - the gameplay flows well, and that's what counts.

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Unknown date

  
Thanks for the review. Anyway, I know the maps are similiar to each other. You can get info for the sequel in WIP. I also thank alot for the people who rated it, and well, wait for more from me! ;D -Moti. P.S - I didn't screw up the rating lol.

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Unknown date

  
Hmmm! Maps aren't too special, but combined with tougher enemies and higher capacity ammo / health makes for quite a challenge, particularly on UV -fast. There are quite a few ammo / health stashes hidden in secrets areas, so checkout all the walls. 3/5 -jb

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Unknown date

  
Repetitive on every level: enemies in front of you, right-angles, remarkably textured the exact same way on every level... And yet, it's fast-paced and the vortex was a pretty neat sight. Not bad.

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Unknown date

  
This could have been way better. The only thing keeping it from five stars was how uninteresting the levels look. If the author learned to incorporate better architecture, and maybe less 90 degree walls, this would be a solid megawad.

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Unknown date

  
Heh, thank you guys for posting. PC, I always liked your mid's from the old wads. I've been working on Techwars 2 lately and it's not all square. and not flat. Well, if you want to check out some info about Techwars 2, look at www.wadsinprogress.i nfo. Thanks for the reviews guys. -Moti

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Unknown date

  
I saw the screenshots for TW2 - looks really good! BTW I enjoyed playing through this. Gameplay here shines and that's what matters the most - and having two plasmas lol, I love this idea.

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Unknown date

  
Good concept, but it needed more work. If the wads this guy loves he really DOES love, then Moti should easily be able to make quality maps, but this isn't quite it. 2/5

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Unknown date

  
I really enjoyed playing this wad I didnt like the new plasma rifle it was overpowerd, to fast. It uses ammo fast but then 900 Cells as max is to much I liked how the levels was design, how they was fit together with the monsters, new sound to Shotgun But i didnt like that the last boss in Map 20 didnt move or shoot, kinda boring. I really was thinking. "Final boss, how it works?." ":( it didnt do anything" Well actually not like that 4/5 stars, overpowerd weapon and last boss - NovaKiller

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Unknown date

  
Not so bad. I sorta liked the final boss battle. Could you make Techwars 2's final boss more harder? Also, those hallways are REALLY cramped. Besides that I'll give it: 4/5 - TehRandomKill

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Unknown date

  
I had a look at the updated screenshots from WIP... looks awesome. Can't wait. - Some Guy

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Unknown date

  
It needed more variation,less ammo, and less increased ammo/health capacity. But overall it was okay.

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Unknown date

  
Nicely designed levels, sometimes it was a bit repetetive, but all in all it was quite fun. 5/5 Lupinx-Kassman

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Unknown date

  
HOW MANY ARCH VILES CAN YOU PUT INTO A MAP JESUS CHRIST. The levels seem to be designed to be fast paced narrow levels but you have to stop all the time and plug away at enemies that are too tough for the situations they're in. There's a reason Barons and Arch Viles are used sparingly and there's a super good reason why there aren't usually 18 variants of the Baron. That said everything else about this wad is decent. Just work on monster placement in the sequel.

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Unknown date

  
Stick with coop & CTF dude, this is boring.

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Unknown date

  
Problem 1 - Maps are too similar, the design is really boring. Problem 2 - Secrets are nearly unable to find without the automap. Problem 3 - Fights are without any surprise, so the gameplay is boring and repetitious too. And the final buss seems to be stucked in the ceiling. Advantages: Good choice of music, neat pallette some pretty good monsters. It is quite fun at the beginning. U can do much better ;) Show us in the sequel! ;) better 2/5 - Damned

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Unknown date

  
Sorry, not too good. There's far too much ammo (it's constantly maxed out), design is not great (clean/simple, yes; good, no) & the insanity gun is just insane; you can just blast away all larger monsters without caring about anything (esp. w/ all the megaspheres in later levels). Even the last boss was easy: just keep on firing & he can't do anything at all. So it really unbalances gameplay. Still, it wasn't bad & I didn't regret playing it; given that it's your first project, it's quite nice. :)

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  • File Reviews

    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
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      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
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