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MARSWAR V3.01

   (113 reviews)
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About This File

You are a Martian terraformer stuck in a small station in the middle of nowhere.

Since the beginning of the terraforming project, the United Organizations of Earth have been threatening to take over. Recent events have prompted an invasion from Earth, only something went wrong with their new "space-warp" capable ships... that were built by some company with the initials "MS".


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P41R47

  

This is probably the best megawad of the '90s. You will find here all that is considered bad about doom mapping, but at the same way, you will find tons and tons of creativity, and also, a strong message in the process.
Really, '90s can't get better than this at least in the storytelling department.
The gameplay is fun for the most time, but some maps suffer from being a little longer than needed, making them tiring.
The story is neat, driving the player through semi-realistic and high abstract locations made up with tons of interesting and contextuals details that advance the story forward. Really good usage of what Doom engine can make in it speechless way.
As i said, some maps are longer than needed, and also, near the end, the ramps up in difficulty is obsene, even in the easiers difficulties.
But from the storytelling side, this is five over five.
A real achievement on what and amateur can make with just passion and humor.

 

Thanks Nathan Lineback for your satirical rant agains MS.

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dylux

·

  

The Good:

  - Lots of everything to assist you on your journey

  - Lots of secrets, most of which are rewarding

  - Some huge maps

  - Decent puzzles

  - Great choice of music - none was annoying

  - Hardly a slaughterfest, even on UV, but not exactly a breeze, either

 

The Bad:

  - The first 2 or 3 Maps are simple – in fact, they are simple to the point where they are annoying

  - That Map (28 User Interface) with all the red, triangular elevators. I see the Tron "feel" of it, but it still annoyed the hell out of me

  - Final Map could have been more original

 

In Short:

 

I didn’t think I would like this WAD as I played the first 2 or 3 Maps. And you probably will think the same thing. But get past those, and you have a pretty good WAD here. I loved the button that turns out all the lights thus making the Map a living nightmare for doing so! LOL!!! I won't tell you which Map it's on so have fun! :P

 

Nothing fancy here. Most of the atmosphere and Mapsets are pretty average by today’s standards, but I’m sure it was the cutting edge almost 10 years go. More importantly, the game play is fun, and to me, that’s all that matters. Great 90’s nostalgic feel. Well done for a one man job! :)

 

4 out of 5 Stars

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galileo31dos01

·

  

Done with these settings:

 

- Crispy Doom 5.3
- Ultra-Violence
- Continuous combined with pistol start mindset.
- Saves every 10 minutes or so.

 

A strange, okay old one-man megawad with a long story included. Basically, the protagonist is part of a worldwide terraforming organization whose objective was invade Mars, they sent a spaceship with him inside. Troubles happened and he had to work it out on his own for several years, running out of oxygen and supplies. Rest is your job to survive, and if you care, the background of the maps is thoroughly explained in the text file. By the time I played the wad, I opted to ignore the story, but you don't have to do the same. Mars War has as many themes as basic Doom II resources allows, including spaceships (from where everything starts), tech bases, bunkers, underground caves, and other ambiguous environments. The peculiarity is that the visual themes appear in alternation rather than like a classic thematic progression, which seemed a bit disorienting at times. Texturing and detailing are generally a take-it-or-leave-it. Sometimes the looks are very bland, which is due to the a lot of monotexturing and misalignment combined with full brightness and boxy design in many of the maps. Think of huge walls of, for example GRAYTALL, to get the idea, or any other textures you might not like. However, I will admit the bits of surreal architecture helped some parts to look memorable in a good way, like a giant kitchen sink or the chambers with floating crates. I get that the author tried to tease people with Microsoft references, but that was not of my concern, in fact I liked the tricks with lifts resembling bar and pie charts, once I got the joke. The labelled textures, on the other side, seemed like silly memes. It was hilarious to find a big "DOOR" text on a door, that sort of things aren't common these days. All of the maps contain different midis, some gorgeous songs and tracks while others quite noisy. The one in the super secret map was the best by far.

 

The levels have a sort of gradual progression as monster species go, with the biggest demons appearing in particular boss-like situations. Figuring the correct way to exit is part of the regular gameplay of the wad, specially in the larger maps when becomes a maddening task, so as feeling constantly exposed to, mainly, hitscan attrition. There are a few instances of pressure from mixed groups of enemies here and there, and some interesting ideas like a zoo of monsters and infight simulators, but what will mostly keep you alert are the chaingunners and shotgunners, usually sneaking in resource compartments or from higher positions. Well, and the death traps. Teleporting in the middle of a round of zombies was devilish enough but dying my way through chains of nearly inescapable crushers was a tad obnoxious. Or the inverted case, you get sandwiched between the raising platform and the ceiling if you don't time perfectly your escape, which is the gimmick of map 20. Kudos for making an average player rage, heh. Anyways, the pace isn't necessarily slow in spite of the hitscan preponderance: health supplies exist aplenty, weaponry is available pretty soon in every map, with some exceptions, so I can only believe pistol starts are enjoyable with proper knowledge. 

 

Secret-wise, usually they are very easy to spot. If you're familiar with 90's wads, it just takes a good eye to catch the hint, but sometimes you're down to trial and error, since the author had a fetish for punishing unwary players (yes, death traps). I like that there are plenty to find and some lead to hidden areas for extra kills and stuff, keeps the exploration side more engaging. For favourite maps I'll pick 16, 21, 29 and 32 for their cool concepts. Maps 15 and 17 would also be in the list because I love city maps, but the visuals are garish. The rest vary from acceptable to mediocre or boring. 

 

Overall, it's quirky, rough, perhaps provocative for some people, as I could see around here, and still got me immersed until the end. Not sure if I would recommend this outside of nostalgic reasons, it definitely didn't aged so well, but unless you're opposed to the creativity of mappers from the past, this might worth a quick check. It's not going in my list of favourites, though. My rate is 5/10.

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NuMetalManiak

  
very surreal wad with some questionable design and detail choices. it's...not my thing at all.

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Guest

  
Old heap of junk from late 95, with added anti-Microsoft BS from 98 and with some new stuff in this version.

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Guest

  
Oh,yes!5/5 Need I say more?

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Guest

Unknown date

  
I just played the first 2 maps and it looks very promising. Yeah like an old WAD but a good one :D -Omegamer

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Guest

Unknown date

  
easily my favorite. the levels are huge. creative

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Guest

Unknown date

  
Cool wad. Has a very unique feel to it compared to other DooM levels.

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Guest

Unknown date

  
i love this wad! iv ben playing it nerlee forever i realy like the musick and dezine and ill promis you wonthang the best teck basis around!

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Guest

Unknown date

  
Personally a big favorite. 5/5 ALSO: I have an officially modified version of this wad that fixes some bugs and adds 8 player cooperative support, ill upload it when i have the time.

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Guest

Unknown date

  
Heh, how about a Linux and Firefox mod coming up next? :-p Toastytech is legendary! 5/5

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Guest

Unknown date

  
Pretty good one man megawad (very rare), it tends to get repetitive sometimes (too much tech bases for my taste). But overall it's creative and fun to play 4/5 - Peroxyd

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MajorRawne

Unknown date

  
Is this really a one-man megawad? Amazing, especially with some of the imagination shown - this bloke was trying new stuff and I learned a few tricks of architecture from him. While the maps often look awful and the playability is very old-school, this deserves four stars for what the author tried to do. - Major Rawne

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Guest

Unknown date

  
i like the musical part, very innovative!

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Guest

Unknown date

  
There's no need for the .wad to be highly detailed, the gameplay is great, the Map 30 is hilarious, music is really good. -Hectic.

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Guest

Unknown date

  
Very Fun and Futrureistic! I realy like the music in the 1st and 2nd levels. It does get a bit too repetative at times but other then that it's awsome!

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Guest

Unknown date

  
oldskool but pretty cool - fun to speedrun

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Guest

Unknown date

  
xtra pure old-school doom,PWNAGE in every level and map 30,LMFAO! worth 5 starts 4 me. :)

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Guest

Unknown date

  
Nice. Icon of Sin rox =P

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Guest

Unknown date

  
don't like at all.

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Guest

Unknown date

  
too many tech bases but is very cool 5/5 P.S.:Nice icon of sin too.....

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Guest

Unknown date

  
nice classical, futuristic, halo-like, and best techno stuff 5/5

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Guest

Unknown date

  
Not too hard, but fun, fast paced gameplay... had a blast!

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Guest

Unknown date

  
Feels like an old megawad from the mid 90's, and it shows. While the levels work, it reminds you of levels you might have made back in the old days. Detailing and texturing are passable, but rather bland and unimpressive for the most part. Good for the nostalgia factor, but other than that, you're not really missing anything by playing through 32 levels of this wad.

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  • File Reviews

    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
    • By BoxY · Posted
      Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. 5/5
    • By Shaii · Posted
      I wanted to try this mod because everyone said it was really good and it won an award, but it must have been corrupted during the upload because it is literally unplayable. Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. Are people rating this 5 and calling it art as a joke or something? If so, I don't get it. :/
    • By Kuma · Posted
      Everyone has a doom game they remember with wistful nostalgia as their first wad. For most, it's Doom II, Doom 1, or for some, Final Doom.

      JPCP is mine, and five years after first finding it I've published my own wad and am working on two more.   Thank you.
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