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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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Guest

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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Guest

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 NuMetalManiak · Posted
      this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.
    • By Doomkid · Posted
      Okay, I get it, it's a megawad mainly for speedrunners who are intricately familiar with the mechanics of the game down to the nitty-gritty. A series of challenges/obstacles that, for the most part, seem to be possible but are generally ludicrous (and sometimes outright laughable, in a good way).   This was is not a "pile of junk" as a few have said however it's really, really lacking in a lot of ways. I get that the wad is meant to have a fun-and-not-serious tone despite it's overall extreme difficulty but the texturing looks like the insides of a toilet bowl after a Taco Bell buffet. Seriously, these maps are jealous of how beautiful and futuristic maps like UAC_DEAD look. The DWANGO series looks like fucking Ancient Aliens compared to this.   The MIDIs are lighthearted, silly and fun, which adds a layer of appeal for me personally. I loved seeing Patrick Stewart at the intermission too, rofl   I had some fun with this IDCLEVing through the whole wad and giving each map a try or 2 before moving on to the next but I seriously doubt I'll ever be back. The same idea with better texturing and overall taking itself just a tiny bit more seriously would warrant a higher rating. Ass-ugly texturing, silly MIDIs and a silly titlepic/interpic are fun in their own right so don't take me the wrong way but a lot of it crossed into "looks like the authors gave 0 fucks" category and I just have to take points away for that.   Also,   lol wtf is this bullshit is this a terrywad or somethin i mean jeeeezus   Overall, this is worth a peek just for some fun but unless you're a highly skilled speedrunner that also doesn't mind looking into a crapchute map after map, this probably doesn't really have much for you.
    • By mArt1And00m3r11339 · Posted
      If it were renamed "Garbage Dump," I would have given it a better rating.
    • By StormCatcher.77 · Posted
      A large, but not very prolong map, which is interesting to explore. I liked the author's strategy to place strong weapons in well-protected places. To get them the player need to pass a kind of test. The difficulty depends on the player's luck. It is important not to miss the shotgun at the very beginning, otherwise entangled corridors can lead the player to a situation in which he will be easy prey, left without ammo. Visually, the map looks neat, another good example of using standard textures.
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