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Mortal base

   (12 reviews)
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4 Screenshots

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A futuristic map for doom 2 wiith non linear design. It's a bit hard but not much.


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Guest

Unknown date

  
It's not a really awful map, just...uh, too zdoom-ish. :P Non-linear is a good idea, but in this map, I think it may cause get lost if player doesn't care about the map layout and wander about where he should/already go, textures looks alike. The fight isn't that hard, unless you hate SSG. xD 2.5/5 -playerlin

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Guest

Unknown date

  
All of Edgar Lorenz's recent uploads are terrible. They fail in vanilla - the chance of a noobie mapper creating a vanilla-compatible map is pretty much zero when he has used only Zdoombuilder and Zdoom. Anyway, these Zdoomism-laden maps are of the "should have stayed on the author's hard disk" variety. Very poor mapping and bad gameplay. I could make the same review for the other maps he has uploaded, but that would get repetitive. Don't confuse him with the other "Wraith", who makes great maps.

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Guest

Unknown date

  
I like the design and some of the gameplay is fun, though the non-linearity is not my test and made me search around for so long. Not my favorite level from Wraith as a theme but still a nice one. 3/5 - Optimus

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Guest

Unknown date

  
This is actually quite good. There's quite a bit of backtracking, but it never feels annoying, and all the doors are obviously placed. The end fight was a rather steep increase in difficulty compared to the rest of the level. Doesn't look bad, either. 3.5/5 - ZZ

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Guest

Unknown date

  
Hold on a minute...I'm confused...is this the same guy who made Wonderful Doom or not? If so, his mapping has certainly deteriorated with all his releases lately, even if Wonderful Doom wasn't to everybody's taste, but he made some other very good maps in sets as well.

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Unknown date

  
I think Wraith is uploading his unreleased and poor maps for use to look at and play, but nonetheless most of these are pretty bad. I feel this is a taste from a times past rather and a deprogress forward.

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Guest

Unknown date

  
This is an improvement over the author's first wad: Promise (id=16508). The architecture is also more interesting, including good use of height variation. But the layout is confusing, and the gameplay and flow are poor. There are some good fights, but also unfair situations such as the 4-way chaingunner ambush that happens shortly after going through the blue door, where you're almost guaranteed to get gunned down since there is no cover.

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Unknown date

  
While the architecture is a bit of an improvement, the gameplay is downright awful. There is no flow in this level... you're running from one side to another... all in all a very poor effort. 1/5

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Unknown date

  
i didnt think it was that terrible

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  • File Reviews

    • 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. 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.   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 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.
    • By geo · Posted
      Believe the hype, Sand Chain is indeed a terrible map. Not terrible like oh this must be someone's first map or designed by a team of kinder gardeners and their friend in second grade who can use DoomBuilder, I'm talking hall of mirror walls, coupled with the fact you can go through the game's exit switches. The map is short and sweet, which only adds to how terrible it is. The level is a single hallway with... get this... a bend! Oh stay with me here... and then after that bend, there is a bank of switches! Yeah, that's it. The level isn't meant for Nightmare, but it should become everyone's first accomplishment of, "I can beat this level on nightmare."

      I suppose in an artistic way, the hall of mirror affect on all walls is to disorient the player, so they miss the big twist at the end. Thus costing speed runners valuable seconds on their first play through. The big twist being the bend. Other than that, there are plenty of shotgun shells, shotgun troopers and health to ensure you make it to the end of this brutal and rigorous test of endurance over the course of 5 - 30 seconds.

      This is the level that has become famous, because everyone needs to play it themselves to add their two cents of "it's crap" to the pile of reviews that will no doubt entice more people to play this game. It's a gorgeous display of everything wrong without the annoyance of having to play it for longer than a full minute. Complete with someone from an aol email to spice up it's true 1995 feel... despite being made in 2009.   * slow clap * You've done it. You've found a new twist on terrible.
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