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.

There's nothing here yet

  • File Reviews

    • By dei_eldren · Posted
      The map designs in this WAD are unique and decent to the eye, but what really sets this apart is the gameplay, involving a high percentage of time used finding switches - which are not particularly obscure or difficult to find, but results in a lot of running around.  For me, the combat is nothing to complain about, just solid incidental encounters, and in the eight maps that i played i didn't die a single time.  i also idclev'd to couple 'teenage' levels to see if anything would change, but everything seemed to be exactly the same in those.   The problem is i was basically done by map06, which is a good example, as the map has an interesting central section and four labyrinths to the sides - a good design conceptually, only it got very tedious.  Not because of the easy combat, but it simply became repetitive, 'oh no, do i really have to go through those same kind of labyrinths too??'  If the level design in general suffers from something, it's the copious use of symmetrical structures, and i also got tired of not knowing which part exactly was i in.  It would be fine in a level or two, but not constantly.  Even more frustrating, though, are levels in which you have to randomly run around looking for a new switch.  This kind of switch-hunting should only work if the levels were suitable for exploration, but these sadly are not.   i agree with an earlier reviewer who said that this is like an example WAD, many of these mechanics and ideas could be used in better set of levels.  The two stars are for the ideas and execution, whilst the missing three are for lack of variety and tedious gameplay.  Still, not a poor set by any standard, and i wish i could give it a better score for what is good in it.
    • By Arrowhead · Posted
      This is basically 1squares.wad for Doom1. If you're not familiar w/ 1squares, it is arguably one of the earliest true slaughtermaps ever released. The map consists of a very large middle area, which is surrounded by a ring of nearly identical square rooms.   There are 500+ monsters in this map, w/ almost all of them taking residence in the external squares 'ring' surrounding the large open area in the middle. There are many spidermasterminds in the middle area that torment you from long range, so I recommend taking them out w/ the plaz at the first given chance.   There's an abundance of ammo and power-ups in this map, w/ no real attempt at ammo-balancing. This makes this map a bit of a power-fantasy. It took me about 20 minutes to UVMAX, and was not exceptionally difficult - likely due to the lack of Doom2 monsters...   The final showdown pits you against 10 very angry cybies. Thankfully, the author was kind enough to provide a multitude of invulns, and there is more than enough cells in this map to wipe the floor w/ them.   Overall 3/5   The only gripe I have w/ this map is that the texture work and geometry is so basic. I would have liked to see some more variance in design. Once you've looked at the first room, you've basically seen the whole map...   The gameplay was actually quite fun, though - so maybe give this one a try? :)          
    • By Arrowhead · Posted
      I quite enjoyed this map. The opening shot of the castle is quite atmospheric, (see rd.'s screenshot below) even now. There has been obvious attention to detail here, as the map has very few unaligned textures / other visual bugs.   The numerous vanilla attempts at 'DoomCute' really won me over, especially the red felt pool-table, and shower complete w/ soapbar.   The map suffers a bit in the gameplay department - mainly because of its very low monster count. Difficulty is lukewarm at best, and power-ups are quite plentiful.   Navigation was a little bit difficult at first, as much of the map's main progression is hidden behind secret doors - I didn't initially read the readme where the author was kind enough to state: "Hint look for secret stuff in the billiard room." Once I started humping a couple walls, I figured it out.   Overall 4/5.   Some clean design in this map. You can really tell the authors put their hearts and best effort into this one.   This WAD is based off of an earlier WAD, "bcdeath5.wad". That version was apparently far less polished, and was created to run w/ Doom1.  
    • By Endless · Posted
      Quite interesting maps with a unique aesthetic and an attractive design in most levels. 10 maps, 4 more than the previous session and with a particularly nice theme but somewhat explosive and terrible for the end. The gameplay is usually quite fast and explosive, but manageable, until of course, the ending, which I feel ruins the main essence and turns this into a joke. But it's ASS, these maps are usually jokes (some bad or some good) even so I think it's better than the previous session and has a few quite memorable scenes. Xaser and Darsycho create some pretty interesting maps with an appreciable magnitude that I think it's worth trying if you don't want to play the full session. There are certain maps that have a rather cryptic progress and I'm not even sure if they can be completed without some form of cheating (MAP02 and MAP04) but still, I had fun. I would've probably give this map 3 stars if it wasn't for the horrible arch-vile traps at the end of each map.   Xaser is just great at creating this kinds of levels.
    • By Arrowhead · Posted
      Great '94 map - unusually competent in visuals for the time.   Gameplay is pretty easy nowadays, but still enjoyable.   Only reason this doesn't get 5 stars, (for a '94 WAD) is that there are a couple unmarked secrets. That's really the only complaint I have. That, and the final fight on UV can be a bit of a slog - make sure you grab the invulnerability sphere in the cyber's room, as the weapons provided in this map aren't really adequate to take out a cyber. I had to wittle him down w/ single-shotgun blasts - not the most fun in the world...   Regardless, great map - anachronistic in the sense that the visuals are so great for '94. :)   Crying shame the author only made 2 maps, and the other one seems lost to time...
×