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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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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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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 rdwpa · Posted
      The custom textures are fantastic. If you're a mapper seeking a change of pace from the usual Scythe 2 Egypt, both ISIS.wad and Osiris.wad, which provided some resources, permit use of their assets. (Although they would need cleanup to gel with the most polished of modern styles.)   By modern standards, ISIS.wad hasn't held up, either the name or the gameplay. Outside of a few moments, it stays at a difficulty that makes the early parts of Doom 2 feel like a TimeOfDeath map. The bigger issue is that it is also huge and confusing, with progression being lightly marked at best. Near the end, I unwittingly teleported to the start, and I had to reload a save to avoid minutes of backtracking. All the monsters are stock, so if forced to replay it, I'd either use -fast or throw on a gameplay mod that buffs monsters. The saving grace is that the textures make the outdoors and caves look pretty.
      The text file suggests using Doom Legacy, but few people in 2020 know what that is. Fortunately, the wad ran perfectly for me in GZDoom. It requires jumping and swimming.   Bumped up a star for the cool assets, especially since many were crafted by the author.  
       
    • By Walter confetti · Posted
      "Aah, that hurts!" It hurts indeed, annoying (movie?) sound clip used for player pain, it hurts a lot. This map is not that atrociously bad, actually. Layout is nice and pretty open, and the "throne" room (without a throne) is the best part of the level, but unluckily there's this teleport crazy thing that runs troughs the various sections of the... castle? Tomb? I see more some kind of castle theme here, but i digress, let's return on topic. Ok, there is this teleport travel stuff all around the map that join together the various sections of the map, at the first time it works fine and it's a pretty cool thing, but then things starts to going crazy after you reach the yellow key door (that is, for some reason, hidden from a computer panel and the switch to reach it is hidden too in a alcove that i had to noclip for reach it) and the teleport in the middle of the rooms that randomly spawns you in some random place, and this by touching a complete random teleport line. Wonderful, you don't have the idea. Also, after taking the red key, i've been stuck for quit a long in the already mentioned "throne room" and i had to cheat for finding my way by noclipping almost half of the map. Gameplay is not hard, but... this thing is unforgiving with you. Forget to take the computer map in the cyb's cage? Forgive even to proceed in the damn map! Miss a switch, a teleport line, anything? Game over, man. Also the thing placement looks like is all around the place sometimes, but that's a (really bad) habit of old time maps... Also, is most probably me that i missed out something, but this map have a exit? I didn't find out in any way! Ah yes, the sound effects are mental, this weird ass shit turns you crazy, if not the bad choices with teleport sections didn't it already. Top class. Also, it uses somes of the zombie voices from Eternal Doom (and before that Laura Bayer)? Ok....   In short: a pretty forgettable 1994 map expect for a pair of locations with some of the ugliest sound effects you can ever heard.    
    • By rdwpa · Posted
      This is a clever early-career speedmap by Obsidian, in one of his favorite settings, a small archvile-infested library. It has a couple of puzzles and much of the combat is unconventional: stuff like tysoning, pacifism, and forced partial invisibility.    The gimmicks aren't bad, and a lot plays well, but I disliked the blue key section:   Two other reviews contain factual misrepresentations: the early revenant can be comfortably skipped until stronger weapons are attained a short time later, and a certain vile trio never appears if you stay pacifist during that one segment. (The map even warns you, through unmissable sector letters that spell "silence.")
    • By rdwpa · Posted
      In early 2014, in the more innocent landscape BTSX hadn't fully colonized, Memfis invested his quirky energy in making enjoyable maps rather than LARPing as a forum villain. You could say he yakfaked himself before he bzzraked himself.   In Continue, barrels and rockets and plasma -- plus the overpowered SSG -- make for a satisfying five-minute lark through a utility plant. Monsters are skillfully placed for pure satisfaction. The visuals are oldschool, from the Kama Sutra era, and later progression is cool: you parkour like a goat over features that initially seem decorative, and the final area can be accessed in two different, involved ways.
    • By iconofeggsafe666 · Posted
      has some good music and somewhat good jokes.
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