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Corpus Collosum

   (13 reviews)
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About This File

A large map for Doom 1 with lots of secondary corridors and canyons (but otherwise mostly linear gameplay) and tons of bad guys. The Doomworld thread for this wad can be found here: http://www.doomworld.com/vb/wads-mods/41648-big-map-for-doom-1-nice-shadow-effects-thorough-demo/


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Unknown date

  
I've rarely played such a boring map... sorry. I gave up after 20 minutes because I just didn't want to waste any more of my life on it.

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Unknown date

  
this wad is quite amateur. corridor after boring corridor of monsters. some graphical errors don't help. i ran through it on god mode for a while until i got bored of that. -NT

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Unknown date

  
After reading the Doomworld review, I expected this wad to be horrible. An acuality, I found it to not really be so bad. No, the wad does not require Gzdoom, but it is understandable why he would want it to be played that way: He had used gradiant lighting in several places, in addition to light sources in a way that would look neat in Gzdoom's opengl mode. Gameplay wasn't terrible, but it does get repetetive after a while. The midi wasn't so bad either.

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Unknown date

  
This wasn't that bad, really, but I didn't really enjoy it either. It utilized gradient lighting, but beyond that it was aesthetically quite boring. This complemented the gameplay well, as the map itself became really repetitive after a while. Sorry, but I'll have to give this 2 stars for just not being very much fun.

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Unknown date

  
Playing this wad is like eating an entire full-sized grocery-store pizza by yourself. The food's not bad, but it's not that good either, and there's so much of it that you feel sick and bloated after eating it. It is so huge that is has 19,000 linedefs and hardly any detail, and 1,600 monsters and hardly any challenge. The 1994-like architecture and gameplay would have been OK for five minutes, but this lasts an hour. 2/5 --Woolie

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Unknown date

  
The author's first map. This level is huge and with over 19,000 linedefs its one of the largest I've ever played. It only runs in Zdoom, since its past the sidedef limit. Its a 1994 style map with fairly good gameplay. There are a few problems such as unescapable lava pits (so save often), doortraks not lower unpegged, a bit of bland texturing and a few BSP problems. The sky was ugly. 25 secrets. I'm giving it 4/5, the level is fun to play and is a real adventure. -PC

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Unknown date

  
E1M1. This is essentially an enormous, Wagnerian tribute to all those old 1994/1995 levels. It's big, but not "Spire" big, and has over 1,600 monsters. The map looks, feels, plays, and essentially *is* a decent 1994/95 megawad smushed into a single level, which is both a blessing and a curse. On the one hand it's very nostalgic, but at the same time it drags on and on, like playing a 1994 megawad in a single sitting.

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Unknown date

  
This is too big, buddy. God invented levels for a reason. A really solid effort though, with lots of great gameplay to boot.

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Unknown date

  
My review for the old version stands. This is essentially an enormous, Wagnerian tribute to all those old 1994/1995 levels. It's big, but not "Spire" big, and has 1,669 monsters. The map looks, feels, plays, and essentially *is* a decent 1994/95 megawad smushed into a single level, which is both a blessing and a curse. On the one hand it's very nostalgic, but at the same time it drags on and on, like playing a 1994 megawad in a single sitting.

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Unknown date

  
Ok, is a huge, epic, HR-style wad, and this was a good and rigth thing. The bad thing is graphic work and some music hears horrible, like intro and intermission theme. But, wath the heck, is a great map indeed. Keep this way, dude! -3.9/5 Daimon

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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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