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Z-Dione Attack

   (21 reviews)
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About This File

This is Dione Attack's do-over remake with new levels full of hellspawn. If you played the original Dione Attack, play this to see the amazing difference between the two. PS: To beat level 7, just kill the mancubi and arachnotrons, the cyberdemon is just there to amp up the difficulty in killing them.


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Guest

Unknown date

  
Wow, you guys are weak if you quit early. I put difficulty settings there for a reason if you think one setting is too hard. There's also this thing called "monster infighting", use that to your advantage when low on ammo and you should be good. -Impboy

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Unknown date

  
No ammo! I quit on map 4 due to lack of ammo. 1-27-11

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Unknown date

  
Many of the previous reviewers have already pointed out the main gameplay flaws here. It's just unimaginative and boring to play. And I'll knock a star off for resource theft (Icarus music, and no doubt others), just to remind mappers that some people do care about these things. And if you haven't even tried opening the wad in a Boom-compatible port, please don't claim it is Boom compatible. (Sure, there's the workaround of using -warp, but it's sloppy work.)

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Unknown date

  
no competition i like linear gameplay that rocks but this doesnt rock anyway. no traps. no cybers nothin

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Guest

Unknown date

  
MAP01 was nicely detailed, but I got bored of the cheap "instant open monster closet" around every corner. Played MAP02 until I got raped at the top of the lift by a bazillion hitscanners with no armor whatsoever. A bit of monster variation would go a long way **

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Unknown date

  
I'm not a big fan of this. It felt repetitive (although I still played all of it, so it wasn't that bad!), and map7 had a bug where, if the mancubi and arachnotrons died at about the same time, the exit became inaccessible without jumping. 2/5.

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Unknown date

  
Seven levels dated March 2010. Map01 pits you against a bunch of zombies in a linear, slightly monotonous map; detailing and colour scheme in the modern style. Gameplay very chaingun-centric. Map02 is very similar, and so is the first bit of Map03; then you go to hell and there's a bit of variation. Map04 has some annoying lava bits. Ammo gets v. tight after that; my interest waned. It has a tonne of plasma ammo but seemingly no plasma gun or BFG.

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Unknown date

  
A not bad mapset, but...the balance is not exist. First few levels are too much ammo. And I can't found the plasma gun, I'm play without pistol start, WHERE IS IT!? It's pain my ass on map04/05/06 because lack of ammo. And even I found that, those levels are not easy still. Map07 is best level I think. 3.5/5 -playerlin

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Unknown date

  
Sadly this fell short with lack of armor in early maps and severe lack of ammo in the latter maps. Map05 for example, after grabbing the blue key, I ran out of ammo after taking down the Barons. And then 6 Cacodemons come in. I quit, thinking this was a huge letdown. Needs a bunch of gameplay tweaks, even without pistol start. 3/5 - Moti

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Unknown date

  
no design flaws that i could see in skulltag, a consistent theme, tough battles that actually made me fell proud to beat.. that is a 5/5 in my book -ROBO-KY

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Unknown date

  
This is a decent episode, better than the original. It has its faults though, ammo can be plentiful in some maps, the combat in the base maps is zombie exclusive. Still it's pretty good for a 17 year old! I'll give it a 4, albeit rather hestitantly, but with a few slight improvements (lava on Map04 weakened, 20% damage when you have to walk it is ridiculous), rocket launcher from Map04 provided from pistol start on Map05, and Chaingun earlier on Map07, this would be a very solid 4.

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Unknown date

  
Very F*ing nice! -Flesh

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Unknown date

  
Christ, two levels in and it was all run around and blast soldiers and shitgunners with a chaingun and a shotgun. Did it bet better? More varied? Interesting? I have no clue cause I quit. meh.

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Unknown date

  
completely unoriginal for the most part. open door, clear room, open next door. every wall has the requisite computer terminal, every key has the requisite fast-open door with new monsters attacking, every backtrack has the requisite new monsters teleporting in. the hell levels are a little more interesting, but not by too much. 2.5/5 NT

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Unknown date

  
DOES NOT WORK IN INTENDED SOURCE PORT. Crashes in Boom ports unless you -warp to maps in the command line, apparently because of a titlepic lump. Apart from that, the maps are pretty bland and uninteresting. 2/5

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Unknown date

  
To the first reviewer: Like I said for Megadoomer about the gameplay, it's supposed to be consecutive and NOT pistol start friendly. This is one of those wads where you need to "save often." -Impboy

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Unknown date

  
I tried all maps on UV from pistol start as per usual seen as it didn't say otherwise. I didn't have too many problems doing that except for map 5 which took about 10 tries. I'll probably replay it consecutive. On the plus side: the detailing is very good. On the minus side: there seems to be rooms full of zombies but little armor. I also noticed lots of monsters stuck in walls and each other. The first time I found armor was on map 5. Anyway 4/5 from me.

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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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