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Spacious Depot of Decay

   (28 reviews)
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About This File

A Derelict supply depot, the UAC nearly abandoned this humble base months ago when it was discovered that the hellspawn were using it as a teleportation relay to mobilize to other locations throughout the galaxy. You must disable the depot by shutting down the power. This will mitigate further incursions in the immediate area.


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Unknown date

  
This is dated January 2010. You fight 216 baddies in a stone-walled techbase, with an E1 feel. It's surprisingly easy, because the baddies are often separated from you by bars and windows, and there's a lot of "flick switch, scour level to find out what it did". Overall good fun, but minus one for making me go up and down that lift all time, plus the crushing ceiling trap, and the cage thing, which didn't work the first time I tried it.

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Unknown date

  
Illogical. 0/5

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Unknown date

  
I think your last secret, well, the last one I found, remembering Esa is a fantastic touch. Then I also liked your map very much. I worked hard a little to find everything and not get killed. I also like the fact that you put in there much more ideas, and very good ones, rather than just trying to get a Wonderful Art of School design award like too many wads try to achieve these days. It is simple (or common) in textures used but strongly structured. And fun to play. PFL

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Unknown date

  
pretty good

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Unknown date

  
I was going to give this 5/5 but I have to take away 1 for being blown up by an archvile. Another 1 point deducted because I was crushed by a ceiling. Another -1 because I was trapped in a cage. Another -1 because I fell in the lava and -1 because I eventually found all the secrets but didn't trigger the last one and ended up with 90% on the score screen. So that's 4.2016/5 from me because I can't count and I ended up enjoying it.

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Unknown date

  
A big map with great design and lot's of things happening. Although there is a lot lot running around pushing a button that you don't know what it does and searching around what has opened to go next. I don't know, maybe it wasn't my day, but till I finished the level I was wondering around the main open space fifteen times and then I idclipped near the end. Still, I love the design and the fights were good. 4/5 - Optimus

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Unknown date

  
Illogical.

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Unknown date

  
This map looks pretty good, it has an classic feel to it. Gameplay leans more to the easy side, no real hard fights. I didn't enjoy the switch hunting and running around trying to figure out what the switches activated. I found about five secrets, I didn't searched for the remaining ones. 3/5 - DD

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Unknown date

  
Seriously, seriously underrated. There isn't anything wrong with this map at all!

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Unknown date

  
Bit too easy to get lost, but still a nicely put together map with plenty of cool ideas in amongst the usual brown techbase stuff. I rather enjoyed myself - felt a lot easier than tolwyn02, and playing in order meant that I was comfortable for the most part. Nice to see crushers getting their return! 4* -Phobus

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Unknown date

  
so hard

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Unknown date

  
It's easy to get lost and think "What I should doing next?", otherwise it's a good map. BTW, R.I.P. Espi(Esa Repo‎)...... 3.5/5 -playerlin

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Unknown date

  
A lot of work went into this wad. It's detailed. It's orthogonal. I've seen it all before. Another tech base. Quit after 3 minutes... 3/5 for effort. Not enough creativity or originality. Plenty of grueling labour... which is why I do not gladly give my honest opinion. I hope others enjoy it at least!

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Unknown date

  
enjoyed this and played it on UV, good way to spend 10 - 20 minutes (10/2011)

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Unknown date

  
Go back to making music please.

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Unknown date

  
A good level, although as others have said, the ambiguousness of what the switches do does detract from the fun a bit. I kept dying until I found out how to get the supercharge. I think the secrets become too important and they are rather obscure or remote. [3/5] ~Chain Mail (03/2011)

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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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