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Corpus Collosum

   (13 reviews)
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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 RonLivingston · Posted
      I have to say this, But this is the most scariest wad I've ever played, you know the yuri battle before all of those pictures came up, the super scream sound nearly made me have nightmares!
    • By TheBoltDoomer · Posted
      It has some good construction's for '98 but nowadays is not so good compare to other maps. One of his good aspects is that it has an RNG system for Teleporters making for each reset a new encounter variation but the areas are too dark forcing you to change the Gamma Correction.
    • By spd7693 · Posted
      I played the wad when Altima recommended it to me since I told him I love big complicated levels. I wasn't disappointed. Except... Map 26. Map 26! The reason I'll never play this pack again! So sad, because the first release has some great maps, especially map 12 Darkdome. It contains one of my favorite cyberdemon encounters. 19 sucks as a level as well and 20 is... weird. These three maps drop one star and the other drop is because of the lack of secret levels in the progressive run. The only secret map must be put as a map 1 replacement and I'm not a fan of that. Some encounters aren't fun, some required lots of infighting. Overall, the wad is tedious. Another reason for me to never play it again is that I no longer will have half a year free time. Yes, that's how long it took me to beat it. Anyways, a fun wad overall with great final map, some other strengths as well. Only if it had its secret levels the proper way and if it was vanilla compatible... 
    • By Juza · Posted
      Unquestionable classic, and one of my favorites.    The only wad I know that implements switch-hunting as the gameplay progression basic without ever making it confusing. Unique for its unorthodox design decisions, its work with the original base textures, and handing a feeling of obvious progression to the player, as the layouts and gameplay get more complex with each map, while still holding episodic themes and its distinctly identifiable design choices throughout the entire trip.   Gameplay can be a bit too easy, but it's not unenjoyable; it's certainly grand amounts of fun, for it's impressive how creative and consistent it is. Don't be afraid to try it on UV, the scaling of the wad's overall difficulty is very smooth, and the entire wad has a really good flow overall. Amazingly, makes good use of backtracking: It adds to the certainty of obvious progression. The switch-hunting will never leave you wondering where to go, for it'll be largely obvious where you must head to. That's honestly impressive.   Music is entirely original, and boy is it good -- and especially -- memorable. You'll be thinking about some of its tunes for weeks, while reminded of the map they're associated with.   Looks are the comfiest there could be. Modestly simple: limited to the base game textures but doing amazing work with them, and a lot of contrast with its use of lighting.   5/5. SOULFUL. The most fun I ever had in cooperative multiplayer, and highly satisfied while in single-player.
    • By Juza · Posted
      Just awesome. The best 90s Doom wads had to offer, but certainly not for everyone.   Gameplay is fun. Very fun and well-thought out. Some maps can be a bit too easy, but mostly, Eternal Doom certainly doesn't lack in challenge. There is no "shooting huge walls until the sun begins to shine", only well-made, dynamic encounters, with well-balanced ammo for your entire arsenal, so you can get to use the right guns for the right guys, when it's time. The action, however, is sometime given a break for the sake of puzzles, and while sometimes -- so few that it's excusable -- they rely more on sight than smarts, they're certainly acquired taste. You have to expect a few certain tricks, and this adds to the megawads' overall timeless uniqueness; it doesn't take more than it gives.   The levels look absolutely gorgeous, and this fact is made even more impressive considering this is work made to be in line with the original engine limitations. Some areas can be pure eye-candy, you can tell these maps were given much attention to, in all aspects. Is this really a 90s wad?   Featuring one of the best original soundtracks made for a Doom wad. When music is so good and fitting for the setting it's put in, and there's not much more needed to say other than "It's great", or, "Amazing".   As I said in the first line of this review, this megawad is certainly not for everyone, and this is fault of its puzzles -- Still, I'd say it's a must-play, for anyone to at least try. Skilled Doom players won't have a problem with most of its puzzles; such tricks are something expected, that such have grown accustomed to, and it's experience acquired from having played hundreds of levels. You have to go in with a certain mindset, more alerted and attentive than usual. I'd say, it's not a bad thing for a video-game to try to get the best of your skills in more than just the combat aspect.   5/5.
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