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Cold Steel

   (10 reviews)
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3 Screenshots

About This File

Episode 2 map in the E2M4 motif. Approximate architecture construction ratio between authors is about 70% Mr. Chris, 29% Mr. Freeze and 1% Hellbent.


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Guest

Unknown date

  
What a good id map style. Even it's not great but at least it's worth to play. 4/5 -playerlin

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Guest

Unknown date

  
The pitfall of the DTWiD project is that most of the original maps are shit, barring E1. E2M4 being among the worst of all the maps in Doom, any attempt to recreate its design is sure to fail, as this did. 3/5 for adherence to the project guidelines, at least.

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Unknown date

  
I didn't expect much from this, but I was positively surprised. The WAD's actually quite good; the architecture isn't outstanding (and the authors are no John Romeros), but the gameplay is fun, and it does have the E2 feeling to it. 4/5. - ZZ

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Unknown date

  
5 stars. Honestly, this could have been pulled right out of Doom. I'd take this over big "packages of garbage" like Zero Day, Tarakinnik, Mobius, and a few others any day.

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Unknown date

  
A teleporter near the chaingun (in that dark room) is buggy. It leads to a very small room with a door that can't be opened. The level was looking good... but I don't like getting stuck. You can fix it!

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Unknown date

  
This definitely fits the "Doom the Way ID Did" project it stems from. Great map and could easily have filled the original E2M4 without seeming out of place. I somewhat like Mr. Chris's decision to make his works for this project available on the archive in the meantime (it is not someone else uploading his files - these maps were uploaded by him - I verified this through PM). 5/5

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Unknown date

  
@Teleport/Chaingun: I checked the lines and they seem to be OK. What port were you using? It works fine under ZDoom ports. -Mr. Chris

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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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