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Fiskmaps I Descend

   (13 reviews)
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3 Screenshots

About This File

[Incoming message to Corporal Adrian "Wolf" Polonsky / Marine Force Recon Charlie-9 Squad / Outside AXIR Laboratory Complex]

It's been over a week since the rest of your squad was separated from you on the mountain pass, which is now closed off due to the toxic rain moving in from the direction you came. The chances of you making it to the AXIR airfield to complete your mission are slim to none, but it's down to you. If you're going to make a move, you have to make it now... You don't know what's going to be launched, but you have to stop it.


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Zalewa

  

This is a nice map with nice lighting effects and Agent Spork's feel but then it ends quickly.

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Guest

  
Saw this map on a Doomworld thread a while back, and now that I finally had a chance to play it, MAP01 is a fantastic opener for a series of maps like this. No secrets which made it ideal for a warm-up map. Supplies are balanced, and enemy count is fairly casual. Would love to see more Fiskmaps!

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Unknown date

  
boring and easy simplicity PLAYPAL mediocrity

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Unknown date

  
http://forum.zdoom.o rg/viewtopic.php?f=1 9&t=23763&p=466883#p 466883 - 4/5 - Josh

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Unknown date

  
Its alright 3/5

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Unknown date

  
Looks ok, but the layout and gameplay are really, really weak. The red key room in particular feels like a big joke. 2/5, just for the visuals.

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Unknown date

  
Not the best map on its own, but 4/5 because it's a fine starting map for a larger project in the making.

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Unknown date

  
Really could have been a little harder on the gameplay.Played through on HMP-way to easy,re-played on Uv and still breezed through it.[shoulda got my ass kicked].But,visually and design-wise,it is pretty good.Would make a good start to an episode or megawad.3.5 for the architecture/lay-out .

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Unknown date

  
not really bad, but not much in there 2/5

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Unknown date

  
Visually this was stunning. I loved the dark and gloomy lighting, the amazingly texture placement, the high quality graphicd, and the extremely creative and original design. Even though this is technically a classic-style map, it's so innovative and fresh visually that it looks like something totally new. However, the game play is super easy. I got through it without dying on ultra-violence, and I'm not that great at Doom. Maybe make this the first map in a longer WAD? 2.5/5

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Unknown date

  
I liked it

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Unknown date

  
Nice, short and great architecture. 5/5 - Optimus

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  • File Reviews

    • By MuratMikal · Posted
      An enjoyable set of maps of easy difficulty (MAP 07 is medium) in UV with simple design that worked well for me. Finished the whole set in 02:40 min. Certainly worth a shot!
       
    • By chlef · Posted
      I rarely quit a wad in disgust, but this one did it. It was pushing a 5 star experience, but then the slaughter stupid started ~map19 and only got worse. It's not clever, not amusing and absolutely not entertaining. It ruined an otherwise good wad and left a very sour taste. Why do mappers do this? Played on HNTR and it really was that bad.
    • By P41R47 · Posted
      I have a real blast while playing this megawad. Think that Quake is not brown enough? You will get the ultimate browness here. I think that, beside the simplistic ugliness of it, it gives a good cohesive look to all the maps. And this one are really big and fun to explore. The ideas of cities, fortresses, islands, canyons and caves, and finaly tech base on moon, are really neat and some looks really good. The story of the wad is pretty good, too. I love the liberties that the author takes while doing this mapset. As i played a lot and i found this kind of ideas in a few wads along the way.
      What i didn't like it much, is that there wasn't other skies than the episode one sky from Doom 2. Again, i think it is that way for a cohesive storytelling, but anyway, it would be cool to feel the sense of time in the maps with different skies and shadows deploying in differents ways along the maps.

      This could be the Eternal Doom of doom stock textures, but the linearity of the maps, aside from the somewhat empty but interesting areas to explore, departs slighty from the formula, and there are not soo much details as one might expect from a mapset like this. Don't get fooled by that, even with the somewhat Heretic-like linearity, the maps are fun, gorgeous in its brownway and pretty challenging.
        I recommend this megawad to anyone that likes to explore and have a challenge in the vein of the best of team TNT mapsets.
    • By DharmaForOne · Posted
      I liked it better than Claptrapino. Maybe because I'm a novice level maker too. Obviously it's the work of a newbie, but I absolutely understand how it might have taken 10+ hours. I think I've spent at least that long and haven't even completed any levels yet.   I actually thought it was an interesting basic concept to start in the middle of a maze, with areas you've previously cleared not guaranteed to be safe anymore with the portals and spawns. I died twice in my attempts and finished the third time. When I realized that staying in place, conserving resources and clearing wasn't working I took the invulnerability and just ran through the halls spraying high damage weapons.   The level did seem unfinished though. What are the keys for? Are there secrets in the level that contain locked doors?    
    • By aargh · Posted
      Yes, this is a legendary megawad. Yes, there is a lot of positives to say about it.
      But I can't ignore the button madness present in many levels. In the second half of the games this gets utterly insane - you WILL spend most of the time bashing and shooting every inch of every wall to find yet another hidden switch to be able to progress. Many switches open hidden doors in an unrelated location on the other side of the level without even telling you. Some levels have switches completely invisible and one of them even hides switches in random decoration sprites like trees. I'm sorry but this was no fun and in the end it ruined the entire megawad for me.
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