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Disturbia

   (25 reviews)
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About This File

This is a very wierd map I made to sate my creative urges... The internal dehacked work changes the chaingun into the Super Chaingun. The amount of bullets the player can hold is also doubled. This map has no shotgun, shotgunners, or SSG, so I made this new weapon, a chaingun with a 50% faster rate of fire.


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NuMetalManiak

  

apart from the maps in Dark Resolution 2008, I really am not familiar with Death-Destiny at all. when I played this, well, I gotta say this is one peculiar map. a lot of maps got inspiration from one of the most memorable maps ever, which was BPRD's The Mucus Flow, but this one is perhaps the most inspired by it. the way things are laid out here makes it feel like an unofficial sequel to that level, ammo depots and weapons that require keys, continuously respawning enemies (that if you can find a certain secret, you'll crush all reinforcements completely), and the overall design.

 

this is a very rough level though, one that certainly shows in how difficult it is. the respawning enemies are in red zones, and this includes a turret embankment with a cyberdemon, another with a spider mastermind, and several other ones, many of them being imps. the idea of Disturbia apparently has you going through the level finding each individual key, then removing the next barrier and moving on, getting progressively harder until you finally "disturb the land", then you backtrack, fighting off big hordes of enemies until you go through this huge mouth, this is where the exit will soon loom, but there's several arch-viles along with a couple or so cybers to contend with before making the land calm again, with that final switch being the swan song for this map. it's quite a creative premise, too bad the level is insanely tough and tedious to pull through so I have to dock off for that.

 

also, I hate to say it, but this chaingun is ugly as sin and is too large for its sprite. yeah, liking the doubling of ammo and fire rate, but Valiant's super chaingun was much slicker than this. it also has a weird sound. having no SSG or shotgun (or even shotgun guys) was an interesting touch, but it doesn't really make the level better.

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Roofi

  

"The land is disturbed"

 

A death-destiny's masterpiece. Disturbia is often considered as his magnum opus. Disturbia is a huge and quite surreal techbase to explore with a new super chaingun. Everything is memorable in this level , especially its creepy atmosphere thanks to the music "Mist ache" from ROTT.

 

Here is my detailed review here (in french) : http://doomfrance.forumactif.com/t4688p25-review-maps-de-death-destiny

 

My UV saveless demo 2 hours length demo : HERE

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Guest

  
UV is more tedious than actually hard. HMP is managable but still a little grindy. The chaingun sounds like a wet noodle slapping your eardrums and is boring to use(gameplay generally consists of grinding down stunned high-hp monsters while cirlcestrafing). Architecture and concept are excellent, but having to backtrack for ammo will put a lot of people off. Basicall this map is like BPRD's mucus flow from CC2 except more focused on arena style combat than adventure. -Marcaek

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Guest

Unknown date

  
^ Endless monster teleporter trap wouldn't work if they were deaf. Or it would have been such a pain to do. 5* from me, great map with interesting concepts.

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Unknown date

  
I'd have to say the wad was okay. The chaingun was very cool. But I have to mention that the best word, for the ending portion, is "impossible." The only way you can beat the last area is using iddqd. What you may want to consider is adding a couple of invulnerability spheres or even put in a mega sphere. Med kits are not enough to keep the player going. But I believe you've made a wad that is way harder than Hell Revealed; Not bad overall. -Alando1

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Unknown date

  
I don't really know whats so great about this map. not enough health, no armor whatsoever. bullshit fights. dumb imp teleport position which is fucking bullshit. I really really didn't enjoy this map. not even a bit. 1/5

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Unknown date

  
I can't see shit behind this fatass chaingun. And the idea of 'base' with ammo and health is not for doom. 2 stars for effort.

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Guest

Unknown date

  
Very hard, very nice. 4/5

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Guest

Unknown date

  
Started out very nice, hard but still okay, ammo balance ok, but the end was UTTER shit. Imagine 40 Archviles in cramped rooms, no way back and for additional "fun" a few Cybies in places where you don't need them. The last part wasted the complete experience. Everything else was quite ok, with a few unfair traps.

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Unknown date

  
Didn't like the end much either but I'll forgive as the rest is outstanding. 4 and a half stars rounded to 5.

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Guest

Unknown date

  
Epic shit, the end area of level too narrow for battle and no way to back, the ammo storage room is small too. Others are OK, I love the monster spawn nexon room secret...this is my 2nd play with this map, I like this map.(I found this map some lag due shitload of monsters actived. It drop my fps to 30-5x from 75.) -playerlin 4/5

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Guest

Unknown date

  
Another great map.

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Guest

Unknown date

  
Great job Death-Destiny !

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Guest

Unknown date

  
play on HMP for your own sanity :P 5*

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Guest

Unknown date

  
Which skill level did you play this on, Alando1 ? Textfile says HMP is the defaut skill level here, not UV. As for me I'd say it's a very good map, 4.5/5

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Guest

Unknown date

  
Good concept map,tough as hell.Give it a go.-4.5/5

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Guest

Unknown date

  
This is awesome! I loved the superchaigun and the map! Great ROTT music too! I'll keep on playing it on UV 'cause I am insane! 5/5!

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Guest

Unknown date

  
I found this very acceptable overall. What was not so good however is that a shitload of monsters wake up when you fire for the first time. Open an editor, set them all to Deaf, then it's perfect.

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  • File Reviews

    • By P41R47 · Posted
      I actually used this files MORDETHfb97-dsf but its the same wad with lumps properly organized.    Simply... WOW!!!   Love it from start! I really like exploratory maps with clever puzzles and secrets and pretty good encounters. The maps are neat, detailed, have a really good atmosphere and great architecture. The resources are used in a way that one can't ignore; its just really organic and nothing standouts as unfitting. Perfect texture work, indeed. (Don't know why, but while playing it, Suspended in Dusk by Espi comes to my mind... maybe some of the texture usage remind me of that amazing work).
      The dehacked monsters are good and interesting alternatives.
      I love the fog effect and how it dissapeard when you are near and then appeard again when you look at it from afar. If this was the demo, and after seeing some juicy screenshots, i just can drool dreaming about this long awaited mapset finally being released.

      Thanks MORDETH for this demo, its something really inspiring.
      I doesn't care to wait another twenty years to finally play the complete version ;)
       
    • By aargh · Posted
      Slaughtermap for beginners. Simple but effective level design, impressive architecture, great lighting. Arch-viles are a bit overused.
      Played with Meatgrinder mod.
    • By elend · Posted
      What a set of maps. At first I only expected random maps that use use Mario textures, but this is so much more. From the cutesy bullet puffs of the weapons, to the plasmagun sprites, there have been more changes than "just" textures. All together they form a very, very coherent picture which makes you almost disappointed, that there are no Mario enemies in the game.   Even then, the actual quality of the maps surprised me quite a bit as well. Very, very fun to play from the beginning to the end, with admittedly frustrating parts (the map featuring only Archies and Revenants or the map featuring ice and wind. Oh god, the ice...). These are not just simple techbases given a Mario texture paint, these maps are well thought out and tailored to the textures, ranging from grass lands, over desert to impressive castle scapes and even an air ship. I played on TYTD not only because I am a wimp, but also because those maps are really, really hard and have some frustrating moments. It speaks for this mapset's quality, though, that you can live with those moments and still enjoy the maps.   Try it out at least.
    • By P41R47 · Posted
      I really dig it! Its feel like a Ultimate Doom take of TNT, but its not at that level either.
      Its a great adventure mapset, leaning more to the  atmospheric and realistic architecture.
      First and second episodes are amazing. Introducing the new enemies as the maps unfold. But midway around episode three it start to lose steam, with a serie of really short maps and then maps really similar to the originals, this is not bad at all, just feels a little uninspireds. Fourth episode on the other hand, feels extremely rushed, with a lot of monotexturing and undetailed areas. Its not bad, but coming as the ending episode it could be much better, specially with the degree of detailing the author showed on the precious episodes.

      All the episodes offers a good challenge, even on Hurt Me Plenty, but don't expect anything near the difficulty of NEIS.   All in all, being one of the few complete Ultimate Doom megawads, its pretty good and i liked the new enemies sprites and the music used, almost all the time.
    • By chlef · Posted
      No, this is not good by any stretch. First 25 levels feel like they are all the same - colorless, flat, dull and bland. Next 3 look like deathmatch arenas with a handful of monsters. Again, all pretty much the same. The last two are pitch black mazes - oh what fun. As for the secret levels - I abandoned both. Map31 is a maze alternating between pitch darkness and flashing primary colours and map 32 is simply an incomprehensible mess. Possibly acceptable if you just want to kill some time with mindless point and shoot, but not what I would call an enjoyable Doom experience. At least it avoids degenerating into slaughter.
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