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Voyage to Deimos: E2M1

   (14 reviews)
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Short E2-styled (I think) map. The first half is pure Tyson, later you'll find the shotgun. I plan to make full E2 replacement, but I'm very slow (this map was started in 2008...), so I will upload these maps one by one.


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baja blast rd.

· Edited by rdwpa

  

This is one of Memfis's earliest maps (2008 according to the text file), which shows in the unrefined design. The opener of a promised Episode 2 replacement, Voyage to Deimos, which never came to fruition, visual appeal tends to be highest when it's dark. Otherwise it mostly looks bland. Geometry doesn't sway from the rectangular. Floors and ceilings of sectors seem left with whatever texture Doom Builder assigned them upon creation. Years later, Memfis would specialize in an appealing, clever mode of lower-detail design, but this is more of the "novice" sort. 

 

As for gameplay, it's straightforward warm-up Doom 1 stuff: pistol to start, 'zerk early, shotgun later; lots of imps and pea-shooter zombiemen, occasional pinkies and lost souls, the rare caco.

 

That's nothing groundbreaking, but I won't comment on it, because once I found the berserk pack, I decided "now we're punching stuff" and did nothing else.

 

Health is scarce, so the cacos are a bit tricky, and shotgunners lurk the later shadows in good numbers. Without the benefit of range, I once had to platform and then box imps point blank. A partial invisibility secret enacts a clever trade-off; it can help with the shotgunners, but it complicates dealing with the imps, both of which often commingle.  

 

The map was uncommonly well suited to that and my punching ability, and I enjoyed myself. So 4/5.

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A decent looking map with a good use of minor monsters to create a challenge. I got a bit overeager with the tysoning at the start and lost some health so I had to play is slow and took more like 17 minutes to reach the exit, but didn't die, even though my health was rather low all along, which made it suspenseful. [4/5] ~Chain Mail (06/2012)

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I like this alot sir.... feels very classic... excellent work!!!!!

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Nice job for doing classic map like this. :D And it take 2 years to finished? oh shit! 4.5/5 -playerlin

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Nicely done sir, nicely done

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good job. You have done fot it. but a littel easy.

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Unknown date

  
Very fun with BrutalDoom mod 4/5

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Unknown date

  
I quite liked this one. Too many fun traps and lot's of pistol/berserk gameplay at start. 5/5 - Optimus

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  • File Reviews

    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
    • By Walter confetti · Posted
      A basic and nice looking showroom type of map where monsters are trapped inside glass prisons, no exit and no way to play this with any modern source Port like DSDA-Doom and GZDoom, but works really well in Crispy Doom. It was a pleasant experience.
    • By Walter confetti · Posted
      Conceptually not bad, it's a pretty imposing tower with some decent lighting, but no ammo at all despite having the guns and a VERY obscure way to rise up the floor in the lava pit? That's a big downer. But overall, it's ok.
    • By eanasir · Posted
      Well, the map is pretty basic. The map is quite challenging, with there being 0 ammo pickups (excluding the backpack) outside of the starting room. There are also nazis for some reason. I will give it 2 stars only because this really wasn't meant to be played to be enjoyed, but rather just a example of how to build a map in DEU.
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