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Mortal base

   (12 reviews)
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4 Screenshots

About This File

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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Guest

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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Guest

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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Guest

Unknown date

  
i didnt think it was that terrible

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  • File Reviews

    • By Meril · Posted
      It's large 1995 map. Starting area is looking nice, but later author lost creativity and made mazy corridors. Very challenging because of overuse of chaingunners. It's extremely annoying. Lots of traps, Some clever, some not fair.
    • By HUGEkidsY2K · Posted
      Too linear in my tastes looking back now, will do better with my next projects!
    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
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