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Doom: Planet Wars

   (14 reviews)
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9 Screenshots

About This File

A marine's journey across different worlds to stop the forces of hell from taking over yet one more time.


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Player Lin

  
Innovative? Since its main designs always corridors/small cramp areas, I can't agree with it at all...sure, early maps still good and enough detailed, later maps are not, I give up about map06 because I tired all cramp corridors bullshit and confusing switches/cross-line triggers...too bad many nice ideas wasted with bad execution and boring layout design...:( 2/5

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Netherstorm

Unknown date

  
I sincerely like the detail you put into the few first maps, but really, the corridors are way too tight. Leave some space for the player to walk around and shoot. Later on, the maps started to get ugly and un-detailed, I can see that your motivation faded away when making these later maps. Don't outdo yourself. 3/5 - Netherstorm

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Guest

Unknown date

  
I liked it very much!

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Guest

Unknown date

  
The first reviewer is an ass hole. That having been said, this wad is really not bad. Sure, it has its flaws, but it's really innovative and, quite frankly, pretty damn fun. A nice respite from the same old, same old. I like the use of different environments, and the usage of different atmospheric ideas. 4/5

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Phml

Unknown date

  
Nonsensical level design that is either super cramped or ridiculously open, filled with hostile marines all sporting the same look, stealth monsters, or monsters shooting recolored BFG sprites at you; complete with poor sound replacements. Ten years in the making, and ten minutes is all it takes to realise this isn't worth playing. Why not focus on making one good map before going for a megawad?

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Guest

Unknown date

  
I lost the way. 0/5

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Guest

Unknown date

  
Whatever else it is,I certainly enjoyed it.

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Guest

Unknown date

  
Different level design from most MegaWADs, quite sizable single player content. Not sure what the first reviewer was on about since i haven't seen a single recolored BFG sprite in this mod... All good things aside, some of the best levels come much later on and midway levels are rather lacking in detail. For a single person working on it though, great effort overall!

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Guest

Unknown date

  
Sorry, this don't work for me. Too much spiddle of details. map31 is bullshit crazy. I dunno what's going on! ~1/5 for effort, but lacks megawad definition. It's all about the game, baby!

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Guest

Unknown date

  
Finally a megawad that uses stealth enemies well! J/K 0/5

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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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