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Velocity CTF X

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About This File

The expansion of Velocity CTF: 32 maps of high-speed action-packed Capture the Flag maps by various individuals of the Mechanix Union.

Map list: MAP01 - Rotated Infinity by Dusk MAP02 - Crypts of Eternity by Decay MAP03 - and Hell Captured by Dusk MAP04 - Industrial Nukage Mining by Dusk MAP05 - Gun Shy by Kamai MAP06 - Generatrix by Decay MAP07 - Tyr's One-Wheeled Bicycle by HeavenWraith MAP08 - Bleak Outlook by Synert MAP09 - Swap Meet by Shane MAP10 - PACK ATTACK by Dusk MAP11 - Winter Sacrifice by Decay MAP12 - Complex Beta by Decay MAP13 - Stand-Off by Decay MAP14 - Industrial Waste Sewers by Decay MAP15 - The E4-Themed Reject by Kamai MAP16 - Heavy Water by Omegamax MAP17 - Return to the Crypts by Decay MAP18 - Clash of Empires by Shane MAP19 - Alpine Insurrection by Shane / Decay / HeavenWraith MAP20 - DECAY INDUSTRIES by Decay MAP21 - Save the Universe! by Heavenwraith / Dusk MAP22 - Chernobyl's Requiem by Kamai MAP23 - Radial Ruins by Omegamax MAP24 - Remmi's Wrath by Remmirath MAP25 - Mount Idle by Shane MAP26 - Mortal Revulsion by Exl MAP27 - Corrupt Technology by Decay MAP28 - Deathgrind by Dusk MAP29 - Sound Familiar? by Shane MAP30 - Artificial Valley by Heavenwraith / Dusk MAP31 - Charon Orbit by Dusk MAP32 - Complex Delta by Decay

Uses the following music tracks:

MAP01 - Flame Mammoth's theme from Mega Man X, sequenced by Teck MAP02 - "Skedar Mystery" from Perfect Dark, sequenced by Gold Jinjo MAP03 - "Wicked Child" from Castlevania, remix by Jay Reichard MAP04 - "Fear Factory" from Donkey Kong Country, sequenced by Jay Reichard MAP05 - "Names" by Bobby Prince, from Duke Nukem 3D MAP06 - "Conductor" by James Paddock MAP07 - Main theme of Fairy Tail (metal ver.) by Takanashi Yasuharu, sequenced by HeavenWraith MAP08 - "Bleak Outlook" by Synert MAP09 - "Path of Destruction" by Mark Klem (Requiem MAP06) MAP10 - "Strange World" from Mega Man 9, sequenced by Teck MAP11 - "Under a Crimson Moon" by TheGreenHerring (Plutonia 2 MAP12) MAP12 - "Transducer" by James Paddock MAP13 - "The Extreme" by Uematsu Nobuo MAP14 - "Submission" by James Paddock MAP15 - "Storming the Trenches" by Disintegrator MAP16 - "Duff McWhalen's Stage" from Mega Man X5, sequenced by King Meteor MAP17 - "Destiny" by Mark Klem MAP18 - "Sequenz - Dies Irae" from W. A. Mozart's Requiem MAP19 - "Surf City", Battletoads theme, sequenced by The Jade Emperor MAP20 - "Streets of Desolation", from Batman, sequenced by LK*1 MAP21 - "Ankoku no Madoushi" by Takanashi Yasuharu sequenced by Heavenwraith MAP22 - "L's Theme" by Taniuchi Hideki sequenced by Heavenwraith MAP23 - composed by Heavenwraith MAP24 - "Black Inferno" by James Paddock MAP25 - "Fire Field" (echo mix) from F-Zero, sequenced by Jay Reichard MAP26 - "Mourning Palace" by Dimmu Borgir, sequenced by Set Abominae MAP27 - "Raven's Nest" by James Paddock MAP28 - "Fallen" by Symphony X, sequenced by Simone Mularoni MAP29 - "Wolfsong" by Darkhaven3 MAP30 - "Schismogenesis" by Sekito Tsuyoshi sequenced by Heavenwraith MAP31 - "Opening Stage: Axl - 'Conflict'" from Mega Man X7, sequenced by King Meteor MAP32 - Wily Fortress 1/2 theme from Mega Man 2, sequenced by V-King

Title music from "Gate of Thunder Stage 6: Dark Gate" Sequenced by Disintegrator Intermusic: "Hard as Iron" by Judas Priest, sequenced by "Judas Priest Tabs"


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capodecima

  
I played these 4 years ago i remember.

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Guest

Unknown date

  
Probably the best CTF map pack ever made!

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Guest

Unknown date

  
Fun as hell, best ctf pack I've played in a while

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Guest

Unknown date

  
Legendary, absolutely love playing this set, i like how some of my favorites come up in the zdmega pack and the idl pack. NEEDS MORE

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Doomkid

Unknown date

  
Quality CTF material right here, loved the times I've played it online.

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Guest

Unknown date

  
The maps are, for the most part, very pretty indeed. However, the gameplay is shockingly poor. There's nowhere to hide. If a map has an atleast semi-complex base then it has a super-plain, small mid. If a map has an atleast semi-complex mid then it has a super-plain, small base. I'm giving three stars: two for the nice texturing, effects and music; and another star for rolling out so many maps. Average.

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Guest

Unknown date

  
A very good pack. I'm glad I helped playtest it. 5/5. -Aenima

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Guest

Unknown date

  
awesome, creative, fun maps! each level is unique and very fun to play!

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Acid

Unknown date

  
YES YES YES. I've played this wad a few times on Zandronum and it was a real blast! Definitely a fresh set compared to the dated IDL pack. 5/5

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Guest

Unknown date

  
An excellent pack, definitely worth playing!

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Combinebobnt

Unknown date

  
Has some good maps that I like, but that is laden on the fact that alot of the maps are fairly average and seem filler. I'm glad you improved the original 12 maps though. 3 stars

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Guest

Unknown date

  
Better than the best.

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Guest

Unknown date

  
Dude, I don't get this... a bunch of empty maps... Lucky for the Doom community, I know that I am the one who doesn't understand this. 5/5 because I know the voters posting and not only do I know I can trust (certain ones') judgement, I know that I am trying to play this single player. I don't think that's intended, and good job, author, for doing something original (e.g., anything capture-the-flagg-is h). :D 5/5

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Guest

Unknown date

  
Great set for people who know how to play ctf, not so good for freshmen who don't know how to support flag carriers through open mids and keeping the base clear for more than 2 seconds.

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dg93

Unknown date

  
It's awesome and I love it. 5/5

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Guest

Unknown date

  
Excellent Job. 5/5. - Netherstorm

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Guest

Unknown date

  
A righteous pack

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  • File Reviews

    • By abunchoftrash · Posted
      honestly the weirdest wad that ever released. play it if you have the option.
    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
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