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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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Guest

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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Guest

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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Guest

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 Meril · Posted
      It's large 1995 map. Starting area is looking nice, but later author lost creativity and made mazy corridors. Very challenging because of overuse of chaingunners. It's extremely annoying. Lots of traps, Some clever, some not fair.
    • By HUGEkidsY2K · Posted
      Too linear in my tastes looking back now, will do better with my next projects!
    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
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