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.

Dead Zone

   (14 reviews)
Sign in to follow this  

Guest

3 Screenshots

About This File

"Dead Zone" is a new episode that replaces Episode 2 (just because of the music and sky). This is my first single-player episode and I hope you enjoy it as much as I enjoyed creating it.

Map 1 - Outpost Map 2 - Recieving Map 3 - Server Bank Map 4 - The Spiral Map 5 - Dead Zone Map 6 - The Sewers Map 7 - Power Plant Map 8 - Gateway to Earth Map 9 - Teleporter Research

Probably a little short but time wasn't my concern. I played through it and it seems to flow nicely. Map 3 isn't as serious as the others just because I wanted it to go with the music (Doom 3 inspired it). Also, in map 9, shoot the brown-metal line in the Cacodemon room to lower a teleporter. Don't jump into the pit because you can't escape it.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Guest

Unknown date

  
There's a segmentation violation when entering level four in Doomsday.

Share this review


Link to review
Guest

Unknown date

  
This mapset is too amateurish on all aspects for being enjoyable, and IMHO a waste of time. 1 for it as-is + 0.5 for the effort = smallest possible 2/5. BTW 4 or even 5*? Nofi, but this misleads the reader.

Share this review


Link to review
Guest

Unknown date

  
Sorry - didn't like it. Old school but rather sub-standard, there are tons of better old style maps out there. Also this episode has nothing to do with id=10181 which is in fact a much better wad of the same name (though just one level).

Share this review


Link to review
Guest

Unknown date

  
average. some fun provided, but nothing too serious. 3/5 stars

Share this review


Link to review
Guest

Unknown date

  
Wow, freakin' awesome! I mean it! I really enjoyed it... I feel you perfectly capture that undefinable "it" that makes Doom so much fun. The gameplay was fantastic, and as for detail - it was very minimalist, but I loved. You have a great way of conveying a sense of location without lots of detail. I know I may sound sarcastic what with the not-so-hot reviews, but I mean it... it's maps like these that make me want to play Doom again. -geekmarine

Share this review


Link to review
Guest

Unknown date

  
Very oldskool 1994-ish mapping, this episode could have been done in 1995-1996 gived the editor used. It's good for a relatively calm dooming session i guess. 3/5 -Maes

Share this review


Link to review
Guest

Unknown date

  
It's OK - nothing special though, with some fairly good features and some more annoying ones. Worth a single play-through.

Share this review


Link to review
Guest

Unknown date

  
This wad deserves to die and it should burn in Hell!

Share this review


Link to review
Guest

Unknown date

  
I enjoy oldschool maps very much lately. Somehow I feel the urge to give this 4/5 even if it's just 3.5 - Optimus

Share this review


Link to review
Guest

Unknown date

  
enjoyable 1994 style stuff - shows how minimal architechture can be made to work well - play it with choco-doom or doomplus for that '94 feel

Share this review


Link to review
  • 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.
×