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Beach Day

   (33 reviews)
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4 Screenshots

About This File

This map is provided only for single play. This map can be played without jumps, cross and mouse look. There are 6 keys to use (for example red key and red skull - are different). Building this map, I used zdoom in doom and legacy ports for making 3d floors,water and colourmap.


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Yuki Senmatsu

  
Love it. Nicely done, even the concept. I may record this since summer is near. Challenging this is, but recommended.

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cs99cjb

  
I gave up after hours of wandering around pressing random walls to find teleporters leading to bizarre secrets but not the blue and red keys I actually needed. Prepare yourself for eye-level door handles, truck-sized sun loungers, and other out-of-scale abominations common in PWADs. It's a shame because this map had the potential for something very rare: a story someone might actually want to tell.

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Guest

  
Quite badly modernized (stolen?) version of a map I've played about a decade ago. Having said that, it basically consists of a huge open area with a beach, small islands and a shitload of snipers. Example of a poor update: while wading through the now slow water, it is almost impossible being not hit. Given that uploader did not refer to the original author & the original played much better than this resource hog & some horrible HOMs: 1*.

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Guest

  
HUGE and remarkable, that it shows what the adapted source ports are capable of. So much in view for one map—a cityscape, with fences, water and sloped beach sands, even outdoor tables and pools. The big downsides here, besides bugs (missing textures), is the VASTness of the map—it takes so long to complete. I’ve spent hours, found secret spots (including how to get into the lighthouse), and I still haven’t been able to find all the keys.

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Guest

Unknown date

  
Crap.

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Guest

Unknown date

  
Frustrating gameplay...not my style of Dooming. It's too bad...as there were some really nice looking areas in this map. 2/5

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Guest

Unknown date

  
Difficult and detailed. Very nicely done. Only complaint is hitscan monsters (chaingunners) hitting me from across the level. Can also be a bit confusing. 4/5 -r_rr

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Guest

Unknown date

  
Overrated here. Partially fair stuff but too many no-gos. Constantly getting stuck in everything, too large water areas (under full enemy fire) and so on. Switch/key hunt. Sometimes it felt like a 1995 wad. Though some areas are ok.

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Guest

Unknown date

  
Good

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Guest

Unknown date

  
After playing this map, I say you had a good idea to have the legions of hell on the beach but I would make it slightly easier because there is way too much cross fire in there. I would put Revenant and some Mancubi mostly in indoor areas rather than outdoor. Over all I like the level design but I think by toning down the amount of medium strength enemies, this wad would still be challenging but not to a point of frustration. Still not bat at all. -Alando1

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Unknown date

  
Interesting map. It's like Duke Nukem beach or first level of Sonic Doom. But is too slowly in open zones. 3/5

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Unknown date

  
Very nice atmosphere.

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Guest

Unknown date

  
Cool big map. Long playtime. It's plus! Lighthouse is nobady, but I would like to get inside... ;) 5/5

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Unknown date

  
Good design but it gets too slow in open spaces even in GlZdoom and I also run around searching for where to use the keys. Just got motion sickness. 3.5/5 - Optimus

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Unknown date

  
Not bad, too bad there's some major HOM near the beach. 3/5

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Guest

Unknown date

  
very good ! the only disadvantage - is that the game becomes slowly on open territory as it is said higher 4/5

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Unknown date

  
Shit city.

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Unknown date

  
A nice concept, but it was fairly big and hard to navigate around. I myself also had trouble figuring out what to do with the keys. I am giving this a 3/5 since it was a different concept that was more in design over gameplay.-Candle M

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  • File Reviews

    • By Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened. The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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