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Into Sandy's City

   (33 reviews)
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9 levels for Doom2, Sandy Peterson Style.


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Zalewa

  
Paul improved a lot since the times of this WAD. While not explicitly bad, it's rather primitive and abuses some copy&pasta and repeated patterns. Visuals are sufficient and stay on the original Doom level. ~ 10.2016

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Unknown date

  
The first few maps are very predictable and very boring. After that it just becomes bordering on the line of impossible, and still boring. Try adding more health items.

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Unknown date

  
the city???

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Unknown date

  
These don't really catch Petersen's style and difficulty varies too much. They do feel like older maps, and there's nothing wrong with that, but lack the conceptual variety Sandy used. Most of his levels had character; these seem rather random. One made me think of Klie's and another a bit of Scythe 2. The Raven games and TNT music is out of place, too. There are bugs in vanilla, as well (I got stuck in map06). [2/5] ~Chain Mail (08/2010)

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Unknown date

  
Interesting wad idea but the levels don't match Petersen's style. There are some details that resemble his levels though. 3/5 Bug report: in level 5 there's a hidden elevator in the cyber room. By using it, the game crashes with this message ''P_AddActivePlat: no more plats!'' -ASD 14.2.2012

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Unknown date

  
Yes, I liked this mapset too. It's fun if a bit easy at points. Bonus points for use of d_e1m5, my favorite song ever. -- woodpecker

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Unknown date

  
Although it is extremely simple I didn't mind playing these maps. These things remind me of the old days. 3/5 - Cutmanmike

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Unknown date

  
Even if the architecture is more simple than usual, I quite liked this one for it's gameplay. 4/5 - Optimus

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Unknown date

  
I'll ignore the retarded premise of this wad and just say that starting with map05 this wad is actually okay if you don't mind the 'classic' design, and quite good if you find it enjoyable. Too bad the 'ZDoomisms' detract from the experience, that could've been easily avoided. 3/5 - Belial

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Unknown date

  
I think that Sandy Peterson would be rather insulted by these maps. Sandy Peterson's maps weren't as detailed as American Mcgee or John Romero's but the architecture was nice and the gameplay was usually good. In this wad, the achitecture was plain and rather boring, and a lot of the fights were unfair and pretty frustrating -Craigs

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Unknown date

  
Why are people rating this wad so low? It is from Paul Corfiatis; every wad he makes is worth 5 stars as he is a Doom GOD!!!

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Unknown date

  
You guys are all mentally frustrated, you're all not enjoying Doom. But I actually enjoyed this episode, the gameplay is not great and the design is simple. But it looks good. 3/5

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Unknown date

  
Doom is a 13 year old game and this is a 13 year olds attempt at a map. 1/5

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Unknown date

  
Very nice mapset. Simple and good. 3/5 -Moti

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Unknown date

  
Even for something that is supposed to be retro this is very simplistic; each level is laid out on a strict grid pattern, the corridors tend to have a row of monsters in single file, and the detailing and layout is uncomplicated, to put it kindly. It's never more than competent and occasionally it's very bad, e.g. the "maze" in level three. The secrets are a mixture of totally obvious, and unmarked bits of wall. On the other hand it's short and doesn't take too long to finish.

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Unknown date

  
Sandy Petersen: 1) made better-looking maps than these; 2) made maps that played better; 3) could spell his own name; 3) did not release maps that crash Doom2.exe (e.g. map02); 4) did not make map-shattering invalid tag errors (e.g. map05); 5) even if he had made mistakes like those, there is no evidence that he would have repeated them in future projects. Verdict: failure.

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Unknown date

  
Nice.

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Unknown date

  
First few levels are flat and boring .. next few are better, but have alot of 'lol archvile' and gimmicky fights that are annoying or unfair. Putting Peterson's name on these maps is a letdown.

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Unknown date

  
Terrible. Sandy never made maps like this. I feel his name has just been used as an excuse for releasing poorly detailed 94-style linear hallways which degenerate into hitscanner spam. Another almost unplayable mapset from this hugely overrated author. 0/5

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Unknown date

  
I enjoyed playing this! 3/5 -Dqey

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Unknown date

  
Even for poor quality, mind numbingly boring levels these smell of fail. 0/5

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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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