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Extraction

   (14 reviews)
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About This File

Some Sewage Base I worked on ages ago but never got around to completely till the Comm project in 2 weeks started. This is the official version before Vegeta stripped it of it's "atmosphere".


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Guest

Unknown date

  
The reason it fails in prboom is because of this ... 1. PICTURE shows 5 times in TEXTURE1 but no such patch. 2. ADEL_B22/23 shows in TEXTURE1 buyt no such patch. 3. N_CGRN01/NFCL42RD/NF CL43GN all show in TEXTURE1 lump but are not patches and are actually floors. This flat needs to be duplicated as a patch. 4. With the exception of PICTURE, all others still show under PNAMES. 4. No p_start/p_end markers ( might not be important ). Easily fixed. 0 score at present.

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Guest

Unknown date

  
C'mon folks, this wad is far better than much other stuff this week. Worked in zdoom for me. Not outstanding but a few minutes of fun.

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Guest

Unknown date

  
Doesn't work. Please fix the fatal bugs. Test with Boom if you're going to claim it is "Boom/limit-removin g". Failing that just say something like "intended to be Boom compatible but not tested". Thanks.

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Guest

Unknown date

  
Vegeta's version is cooler, this one is just gay.

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Guest

Unknown date

  
Ehh... it isn't too different from the stripped-down version seen in the Megawad in 2 weeks project. The only things different in this version are that it has two ugly looking colored sectors (one in the beginning of the map with the berserk item and one at the exit). I think there were some transparent slimefall textures. Overall, if you played the one in the Megawad in 2 weeks project, it's pretty much the same thing except with the slight changes in this one. 2/5

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Guest

Unknown date

  
Megawad filler material. 2/5 - Belial

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Unknown date

  
don't quit your day job.

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Guest

Unknown date

  
nothing worth the download

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Unknown date

  
Mediocre gameplay, boring design, itsn't worth the time, I suggest you to avoid this.

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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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