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Star Wars: Chibi Rebellion v5.0

   (20 reviews)
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15 Screenshots

About This File

Star Wars: Chibi Rebellion is a semi random hub based mini-adventure. Each session is built using a pool of maps to give a different experience each time. Each hub culminates in a final map the contains your mission objective. Once completed, you can begin a new mission retaining any weapons & bonuses you gained on the previous plays.


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Guest

Unknown date

  
Ok, this is just too funny. Everytime I play this game I'm reminded of when I used to play Yoda Stories. xD ****

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Guest

Unknown date

  
not fun

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Guest

Unknown date

  
Hey... this is mega sweet!

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Guest

Unknown date

  
A fun romp through the Star Wars universe from a different perspective. Being a TC, takes some time to get use to the gameplay. The randomness gives it more replay value. ****

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Guest

Unknown date

  
If you read the review I clearly gave instructions on how to avoid the map 57 bug...and afaik there isn't a rocket jump puzzle in there either.

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Guest

Unknown date

  
I really like the concept. Great fun. Sprites are good, the textures are a bit poor. The map design is fine, but the puzzles are rather complicated, especially that of using a thermal detonator to jump. But the problem, apart from some crashes, is that in the fifth random puzzle always tells me map 57 not found, because map 57 doesnt exist. If you fix these problems would give it a 5, but now a 4. I use zdoom 2.4.0

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Unknown date

  
actually, it does run fine with GZDoom. Haven't noticed any bugs. As for the game play itself, pretty fun and extremely challenging. Nice way of starting at a random map at the beginning of every game. -Doom Masta

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Unknown date

  
After you get adapted with the gameplay this is really fun! The 1st hub-round can be hard for health and ammo but later when you get shields and helpers things really rock! Small puzzles and huge walking AT-ATs. 5/5

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Unknown date

  
Sort of a weird concept for a TC for doom. But it is very well made and looks like a great deal of time and effort was put into it.

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Guest

Unknown date

  
The art is great in this WAD but it's terminally flawed. There is no health or ammo on the maps, so you find yourself running back to the start to refill over and over and over. meanwhile your slow moving speed means you're a very easy target and get blasted very quickly. by the 2nd or 3rd map you're fighting AT-ATs with your pistol, to little effect. I first tried on UV and got frustrated very quickly, then tried ITYTD and nothing was different. tried playing this 3 or 4 times then gave up. 2/5 NT

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Unknown date

  
5/5 just for the effort

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Unknown date

  
This is an impressive work overall. I give it 5 stars. But in regard to the genius that said this is "boring crap" I give you a -5! This is the only place I've ever submitted work and people can say just any stupid foolishness about a mod without having to leave their name to take responsibility for their review. No wonder this is a dying community. -- Comment posted by Herculine@msn.com

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Unknown date

  
boring crap

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  • File Reviews

    • By Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened. The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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