Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Extraction

   (14 reviews)
Sign in to follow this  

Guest

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".


User Feedback

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

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.

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
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

Share this review


Link to review
Guest

Unknown date

  
Megawad filler material. 2/5 - Belial

Share this review


Link to review
Guest

Unknown date

  
don't quit your day job.

Share this review


Link to review
Guest

Unknown date

  
nothing worth the download

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
  • File Reviews

    • By chowbar · Posted
      Possibly my favorite Ultimate Doom megawad. Although its first half feels like DTWID, it quickly becomes a much more twisted and demented take on the familiar techbase/hell aesthetic. Expect well hidden secrets, tight corridors, and some tough encounters in large, complex levels. In keeping with Ult Doom's tone, NaturalTvventy layers the atomphere on thick to create levels that feel genuinely hostile and evil, even more so than in the original.    If you have a soft spot in your heart for the original Ultimate Doom, this megawad is a must play. NEIS makes you realize how rock solid the original Doom formula is, even without the SSG and revenants. 
    • By whirledtsar · Posted
      An odd wad in which you play a Hexen class while fighting Heretic monsters in Heretic-textured levels. Surprisingly, it works pretty well, and is an interesting change of pace from either game. It retains Hexen's hub design, although it's not at all puzzley, just a "go and collect 3 items and return to the hub" quest. It's very combat-focused (there's almost 400 enemies in the final level), but unlike some Heretic maps, it doesn't end up feeling like a slog. Perhaps Hexen's weapons are just more powerful than Corvus's. The level design is very good, besides a couple of sore spots (the cramped areas of the lava level, the metal maze in the final level). The boss, D'Sparil, is much easier to kill than he was in Heretic; he probably should've been modded to have a better chance against Hexen's warriors.
    • By Philnemba · Posted
      A fun heavily modified tougher version of Doom 1's E1M6 dated back in April of 94(yes same month of origwad). Its starts a bit hectic but with so many shotgun guys and plenty of health throughout the map, its actually not that hard to go through. However like any 94 wad, it has typical misaligned textures, a few HOMs, and had to use noclip cheat to grab the last card key due to ceiling being too low to pass under. Despite its age and a few minor stuff, its a fun wad from 1994 and I would recommend to give it a try :)
    • By whirledtsar · Posted
      Excellent wad for Hexen fans. It stays true to the style/spirit of the original game while introducing new ideas. The level / hub design is interesting, the combat is well-balanced, texturing is well-done and well-aligned, and there are plenty of interesting scripted events. The wings are used in a very smart way - you're able reach many previously unreachable items and paths. The only thing I disliked was the "boss" of the final level. I won't spoil it, but it's quite disappointing.   Unfortunately there is a bug in The Castle Of Fluft - the flame mask switch is not set to "repeatable", so if you try to use it without the prerequisite mask, you won't be able to use it again when you do. If you encounter this bug, type "puke 10" to activate the script the mask normally would.
    • By Lane Powell · Posted
      This seems like a semi-hidden gem. The author's other WAD Crimson Canyon won a Cacoward, though I prefer this one.   It certainly lives up to its namesake. The textures are all Hell's green marble and blood, supplemented with custom textures including some modified Giger designs and some creepy sprites I recognize from Monolith's Blood. The map designs are seriously contorted. It's probably a divisive aspect of the set. In some levels the angular layouts wrap around themselves in a jagged mesh, creating devilish mazes with slightly obscure progression, and where fireballs can fly at you from different parts of the map. Other parts are darker and more claustrophobic. It's all a totally hostile atmosphere.   There are some common themes gameplay-wise but you'll know them by map 2. A big one is ammo constriction, especially on UV. Certain maps seem near unbeatable without finding key secrets.   This was actually one of the first WADs I completed a few years ago, and on revisiting it it feels very fresh. Like most memorable WADs, it rides on strong concepts and some devilish gameplay while targeting a distinctive theme.
×