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Beyond the veil

   (23 reviews)
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5 Screenshots

About This File

A large base overrun by two enemy fractions at the same time - emergency lockdown has been initiated.

This map was originally supposed to be the first (second, actually) level of an entire episode started in mid-2004 in order to shorten the wait for Doom3, but did not advance beyond 1.5 maps (surprise surprise!). After sitting around on my HDD for five years, I decided to put some finishing touches on and release it along with an early WIP version of the fourth map (E1M4 - not playable, only included for archival purposes). Maybe I will get around to continue working on the episode some time, but at the moment it seems unlikely.


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NuMetalManiak

  
kinda lame actually, easy to get lost. there's an E1M4 as well but it has no monsters.

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Guest

  
Highly detailed map. Looks good at first sight, but the copy&paste factor is too high. Gameplay consists of visiting a lot of initially mostly empty rooms and trying to open doors which do not (yet) work. The switch-hunt gets very annoying quickly. Overall despite the effort: meh.

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scifista42

  
Even though the visuals are technically good, the frequent repetition and lack of contrast makes them dissatisfying. The same negative points apply to gameplay, which is also too flat. There's little action and practically no excitement, also there's no point in exploring dead end corridors without enemies. My impression got slightly better as the map progressed, but only very slightly, possibly because I accustomized to the style. The map is just average at its best. 3/5

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Guest

  
Disappointing compared to the author's insane Quake levels, but a solid late-nineties style level aside from all the annoying-to-open doors .

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Guest

  
Almost legendary 4/5

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Guest

Unknown date

  
Quality work here. A bit too much ammo though. Nice texture alignments. Play it if you like nostalgic E1-styled Doom maps ! 5*

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Guest

Unknown date

  
good work but there was a minor bug that i found. when sitting on some boxes in the cargo room, my health would deteriorate. too easy btw. 3/5 -JOKER

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Unknown date

  
The crate in question has an unknown sector effect which for some reason causes some engines to interpret it as 10-20% damage, and some to crash. Apart from that, there's a problem with a Baron who prevents a door from opening in vanilla ports (on skill 3 and 4). I've fixed both of these bugs, the updated version is available on my website. Download if you want to play the map with Chocolate Doom. -negke

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Guest

Unknown date

  
Great job. Had some problems though: Couldn't get to red key for some reason the door in front of it didn't move (was using prboom+ complevel 3). The crate attacked me like that other guy said. A bit too easy as well. Oh and you can get passed those crates in the tunnels if you persist. I got the plasma after killing everything. Still 5/5

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Guest

Unknown date

  
typical newschool map, contains tons of symmetric details and superfluous switches, but no substance behind. **

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Unknown date

  
i really like the maps from this author. good map in e1 style, but got also some e2 texture stuff in the outdoors. 4/5

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Unknown date

  
The design of the levels rule (even if too big and repeatitive). The fights are ok. Evaque thing didn't work out. For some reason I couldn't open some doors or areas with sector tag 1 and 2 where for all of them you had to be from the other side. Too much running around and hitting switches. But still, I think it has potential as a design. 3.5/5 - Optimus

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Unknown date

  
Quite easy which is not surprising given that the base had been overun by "two enemy fractions". Two enemy factions might have made it a bit tougher. My fraction is 3/5 ;-)

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Lightning Hunter

Unknown date

  
This map is incredibly detailed, but something is lacking that I can't quite put my finger on. The interiors seemed bland, despite all the detail. Maybe it's the lack of color? There also wasn't much of a challenge, and ammo was overly abundant. I am not too keen of the symmetrical rooms, either. On the plus side, I felt that the outdoor areas looked magnificent.

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Unknown date

  
Detailed but soulless, and lacking flow. Quit after 60 seconds and finding myself with nowhere to go. 4/5 for effort. -- cjwright79

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Guest

Unknown date

  
Fun 15 min. romp thru a crisp and cleanly detailed tech base.A little too much ammo,but that's not a bad thing.4*-d.d.koop

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Guest

Unknown date

  
15 min of greatness. I liked the realistic flow: some areas held enemies, other areas did not. Thanks.

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Guest

Unknown date

  
Not that great, but not that bad, either. I liked the realism, but disliked the lack of flow and the switch-huntiness that often left me wondering "OK, where am I supposed to go now?" Still, not bad.

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Unknown date

  
Good oldschool map, due too many hitscan gunner, too much ammo, so it's too easy. And too much switch-hunting. 3.5/5 -playerlin

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  • File Reviews

    • By Chipchase · Posted
      I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. There are wads where you die quicker (eg "Stupid Benchmark #1"), and wads with worse graphics( eg "Sand Chain").  TBH, after all the hype I was a bit disappointed, I was expecting worse LoL.  
    • By NuMetalManiak · Posted
      Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.   this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?   WRONG   while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.   it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
    • By Chipchase · Posted
      Pointless crap.  A small yard, empty except for a futuristic shotgun. No monsters and no exit. See my screenshot and you've seen it all.  
    • By Doomkid · Posted
      Classic funny little skin, still used in servers to this day so I think it deserves some love.   I like that the voice clip says “WHERE ARE A MY PANTS?”
    • By Chipchase · Posted
      More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.
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