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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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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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Unknown date

  
Very hard, very nice. 4/5

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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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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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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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Unknown date

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

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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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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 mistersector · Posted
      There are some really nice pre-modern aesthetics using stock textures, but gameplay was lackluster due to corridor-room syndrome, key/door backtracking, simple puzzles (e.g. BFG), underwhelming monster ambushes and little to no traps. I never felt in danger, but hope the author focuses on gameplay first and tacks on artistic shine in future maps because he is adept at producing great visuals.
    • By Stupac · Posted
      Try this if you really care about seeing some history of early Doom user created levels. But, be aware that we are spoiled with good Doom content, from Id's classic levels to tons of incredible user content. It is hard to be critical though, considering that I have never created a Doom level, and these guys back in '94 managed to create this episode. All I can say about Serenity is that playing it in 2019 after playing all of Id's classic levels and fresh off Eviternity and Alien Vendetta that I was bored to tears by level 4 and had to stop. I'll give Eternity and Infinity a try though.   If you decide you want to give it a go for the history, expect misaligned and inconsistent texture use. Expect uninspired architecture and layouts. Expect confusing layouts with obvious secrets but concealed paths forward. Expect boring fights. While the wad does try some new things, they failed to appeal to me at least.   To sum up, this review would have been a higher rating, but since we are spoiled with Doom content, I really don't think this wad is worth your time unless you really care about history. I was unable to find anything in this wad that was inspiring or fun apart from the fact that this wad was created by pioneers who we owe a debt of gratitude to because they are part of a long tradition of Doom level creation that goes on today and continues to provide me enjoyment and inspiration. So, despite my scathing review, thank you Bjorn Hermans and Holger Nathrath for making this.
    • By NuMetalManiak · Posted
      picture this, you've played Eternal Doom multiple times, went through all sorts of nice-looking medieval landscapes, and got rather used to the styles used in the Return resource pack. you feel a feeling that you want to play more in terms of Eternal Doom style levels, well, gaspe has you covered with Legacy of Heroes. it's first few levels aren't too long, for granted, but once you hit MAP05, that's when you know. combat is consistent and workable, as is progression at least until you get past MAP05. you'd especially be hard-pressed for several secrets, specifically the BFG ones in MAP08 (the longest one), and MAP09 (one that is easy to get lost in). heck, MAP07 is also easy to get lost in, hence the title. the dual boss at the end may actually be somewhat disappointing, plus there's some parts of progression which may cause an eyeroll, but for the most part legher.wad does provide a decent experience.
    • By dylux · Posted
      Hellbound Review   - My second time playing this with a year in between. - UV Difficulty   The Good: -  Has puzzles, which I love! -  Progressive Maps, as in the next one continues from the previous and the Maps are not linear. -  Excellent progressive degree of difficulty. -  Not a slaughterfest, but not easy either. -  Plenty of everything to keep you alert, yet alive. -  Loads of secrets – most are clever and rewarding. -  Awesome Hellish themes in some of the later Maps. -  Later Maps are huuuuuuge; Map 29 (Ascension) must have taken a helluva long time to create, just as the Author states in the description of it. Use your Rocket Launcher and/or BFG when you get to it. The rest of your weapons are obsolete at this point.   The Bad: -  Absolutely disliked Map 30. A whole lot of running around in the “poison lava” pit.   In Short: All and all, Hellbound was a blast. You’re going to work for the keys from Map 21 and onward because they aren’t just lying around.   Map 17 (Starport) and Map 26 (Forbidden Archives) were my faves. I remember reading "Doomworld’s Top 100 Memorable Doom Maps" that Starport was ranked #80. So there ya go!   Despite disliking Map 30, I’m still giving this WAD 5 out of 5 Stars. One Map is hardly enough to deduct from the other 31 awesome Maps. Definite replay value. Bravo! Thanks for making it!
    • By mistersector · Posted
      An excellent E4 replacement. Good use of traps. Window and ledge fighting is common, but complacency invites a hellstorm of imp fireballs from afar. The custom textures fit the eerie aesthetics, although the design is somewhat generic and some maps snag the player along jutted wall lips. Disappointing new sounds as there were no weapons changes, yet are horribly distorted, abrupt, and tonally blase. Nothing a mod can't overcome. Ammo and medkit shortage encourages safe gameplay.
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