Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

GibCity

   (8 reviews)
Sign in to follow this  

Guest

4 Screenshots

About This File

This Wad is large, well-made, very tuff, requires some thought to succeed but definitely isn't a 'puzzle box'!! Mostly, you gotta' figure out how you're gonna' kill stuff before it kills you. Lots of times you'll be forced to charge rather than flee. There are plenty of traps so you're gonna' have to think about that some too,
This wad has been tested for playability with a goal of making it a stern test for the best players. You will feel like you've really accomplished something if you beat it fair and square.
The wad features new sounds for weapons and some of the beasties. If you get as far as the first cyberdemon, he has a new, friendly greeting for you.
There are FOUR cyberdemons (sorry) one big spider, and lots of archviles... as well as the usual baddies...As always with tuff wads, SAVE whenever some- thing good happens or you'll be an old guy before you finish up. Also, be cool with the ammo or you may find yourself with only bullets and a chainsaw to kill the TWO cyberdemons in the final arena! Try to save your plasma until you really need it, like whenever you find a Cyberdemon. A SUGGESTION: Don't go to the 'slime room' until you've finished the 'yellow key' section. Good luck...
I welcome your feedback..wads can always get better...If you played "Bruiser" or it's twin "Bruised" and beat it, you may be ready for the 'turbo' version of that wad...It's lots tougher, with numerous monster and ammo 'upgrades', and very do-able for good players. E-mail me and I'll send it to you.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Doomkid

·

  

Played it in UV. By 1997, this was starting to look pretty basic. It's not flat-out ugly, but still pretty well below the par of the iwads in terms of visuals.

 

The ammo balance was totally whack for the first 1/3rd of the map, possibly because I went into an optional area in the beginning down in the Nukage that seems to be nothing more than an ammo drain with no redeeming qualities. After leaving that area I just had to zip past all opposition because I had nothing but a chainsaw. Every time you need 6 shotgun shells, the map gives you 4, at least for the first segment.

 

To make it more annoying, I was getting showered with endless boxes of rockets, yet next to nothing in the way of shells and clips, and no launcher anywhere in sight. By the time you've travelled for a while, you finally come across a launcher, but of course it's accompanied by caged arch-viles.

 

Once you get the launcher, the map gets notably easier, because the author also finally grew a heart and decided to give you some shells and a token few ammo boxes as well. It's never an abundance, but at least it's enough. You'll also get loads of cells before finally getting a PR and shortly after a BFG.

 

The map has some ambushes, a few of which are still creative to this day, and some of which are stupid and so numerous that it makes you roll your eyes. Have fucking mercy, stop lowering walls that are right next to me for one god damn minute! Thankfully it's usually stuff that can be handled with relative ease, but I think the stupid "things lowering right next to you" shtick could have been toned down a notch or two.

 

Once you get all of the more powerful weapons, the map remains pretty easy. There's a grey, stoney, winding cave bit - make sure you walk through it in all directions or walls that you have to lower to win won't come down. Probably a design oversight but it's still lame. I wandered around for a while until I realized I had to take every possible lap in every direction to make sure all the walls were lowered.

 

The final remaining bit of challenge comes from two Cyberdemons in a big wooden/metal room that you have just enough ammo to take down. With a couple bullets and a shell or two to spare, you can finally leave.

 

I found 6 of the 9 secrets (nice). Most of them were pretty easy if you're even remotely observant or wall-hump prone. The custom sounds were more annoying than most 90's wads, mainly because they were too loud and too long.

 

This is very middle-of-the-road for it's era. If you're a die-hard fan of 90's bargain bin Doom maps, this will be right up your alley, because it's a notch above shovelware. If you're a player seeking turf that's been run through quality control testing - give this one a miss.

 

edit: It's a shame I can't give this 2.5 stars or a "neutral" rating or some such, that would be the most accurate.

Share this review


Link to review
Juza

· Edited by Juza

  

Saw this got some reviews and decided to check it out 'cuz why not.

 

Not really a challenging, creative, or unique wad. It's just a 90s wad with pretty much most of what you'd expect from a 90s wad, but with some cool combat in a few areas.... although it's quite dull for the most part, so it's not really worth your time, since you've got better stuff to play. There's nothing interesting about it.

I'll give it this: at least it's not painful to look at, nor does it have some cryptic, weird progression, like most works from its time.

 

Spoiler

And the sounds can be annoying.

 

Edit: Doomkid's review is spot on, I agree with him on every aspect. This review of mine is so undetailed and naive because I wasn't very interested.

Share this review


Link to review
M00DER

  

I'm torn between questioning the author sexual inclination and making a salacious comment about his female genitor. But I'm not doing either since I was raised as a good christian boy.

 

This WAD is what happens when that kid fiddle with the editor. He needs someone to test it and you're the chosen one: buckle up because it's quite a butthurt ride.

 

Let's get down to it: just as the author described it, a challenging map where you need to shoot (pew pew) your way out most situations. The thing however is that you jump from one situation to another ; you hardly have time to catch your breath. I think I saved a good 20 times.

 

The design is pretty bad except for the last area (see pic attached), for some reason it was pleasing to the eye. Was it because you spend 99.9999% of your time fighting in dark cramped rooms? Maybe. Overall the textures slapped on each area don't make sense at all, some weird mix for the most part. I have no problem with challenging wads where the focus is on fights but I prefer when they're  a e s t h e t i c a l l y  well done too.

 

I had some trouble with ammo management but nothing beats chainsawing a cacodemon here and there. Played on Hurt me plenty. Also the custom sounds are bad. Firing the shotgun = firing a grenade with the assault rifle of half-life 1. My brain cannot handle so much at once. "They're waiting for you Gordon in the RIP AND TEAR chamber." "UHH!"

 

Favorite parts: >implying

 

Bad parts: That room where the archvile revives the Revenants you just killed a minute ago and you can't reach him since there's a wall of imps. Big Yikes sweetie!!

 

Two stars it is. Hell meh! Now if the author were to kindly send a nice 1x contribution to my paypal (where x is a 0 and the more the better), I could add another star for good measure.

 

P.S. Put "Down with the Sickness" by Disturbed on loop while playing this. It's quite fitting.

 

 

Screenshot_Doom_20200217_092719.png

Share this review


Link to review
rdwpa

  

A reader skimming the Doomworld Files listing might be taken for a ride. March 8, 2013. WadEd??!! AOL???????????!!!!!!!!!!!!!!!

 

Rest assured, reader, you're not in an alternate universe; this wad is squarely of '90s vintage (1997 if we trust the timestamp), with its submission to the archvies delayed for an epoch, as often happens.

 

It is one of those wads that replaces some of the sounds simply because that was a cool thing to do. Pinkies chomp at you like they have robot teeth. Weapons have a Star Wars "retro future" feel to them. Lost souls squeal like demented young girls.  

 

The map is a tangle of hallways and paths that crisscross, dressed in austere visuals. Progression doesn't grant a wealth of options, but it feels intricate nonetheless because of the map's consistent unfolding and unraveling. 


What quickly stands out about the combat is how relentlessly trappy it plays out. Not in the newschool sense of "staged key fights" but of unexpected closets opening up to more closets, of lifts suddenly plunging you into hostile fire, of quick doors that blaze open and expose caged archviles.

 

Patrick Smith is out for blood.

Share this review


Link to review
Walter confetti

  

Sounds are kinda atrocious sometimes, but the map is pretty tough and interesting to play. After some time i felt bored by playing this.

Share this review


Link to review
Guest

Unknown date

  
This is from 1997, so you know what to expect. Sound replacements range from comically retarded to decent. However, mapping and texturing is well detailed for its age. This map is a good example of how laughable nostalgiacs' claims about how nonlinear and intuitive map design was back in the day. In a nutshell, there are 3 locked doors around a central room with meandering corridors all over. Grab key1, backtrack to locked door1 which houses key2, and so on and so forth.

Share this review


Link to review
  • File Reviews

    • By spd7693 · Posted
      The wad left me with mixed feelings after playing it. Some maps were outstanding. Some maps not so. Overall, I expected a lot more from this pack. Particularly the middle maps.    I'm delighted with the challenge and delighted even is too small of a word to explain it. I simply loved it. It was a great test for my skill and an awesome adventure. I wouldn't need to try to drop from UV at all since I managed to complete this one on this level. The combat was decent and in all maps the player is given a fair fight, just with a few miniscule exceptions. So, what's the problem of me not giving 5? Well, here it is.    Yes, I said the fights are fair and decent. But there is a difference with let's say Hell Revealed. In Alien Vendetta the combat goes: "Here are your monsters, find your way to defeat them and go on." In Hell Revealed it goes: "Here are your monsters, choose your way to defeat them and go on." The difference is much noticeable. True, the fights were fair, but there is a little quirk - in over half of the battles with high-tier monsters you were forced to strictly fight them with the BFG. I do not swing this way, sorry. I prefer duelling those monsters, not BFG-bashing them. Especially cyberdemons. I was denied at least 12 duels with cyberdemons due to their placement or the general way the set piece worked, which made the cyberdemon a priority kill. I simply was denied the opportunity to enjoy the fighting to its fullest. In Hell Revealed I could amuse myself with the maps however I wanted. There is one exception though. In HR in map 30 the 4 monsters in one volley way of the Icon Of Sin got the better of me. In AV the map is much bigger and I didn't feel it at all, so I could esily beat the map normally. In fact, I wouldn't have known the monsters were spawned in fours if I hadn't read it. Another exception is map 26 which was Post Mortem cleansed of the reasons I hated it - inverted monster priorities in combat and pain elementals spawning all the way on the other side, seeing you and flooding the level with lost souls before you get a chance to kill them.     The miniscule exceptions I mentioned earlier are the ending of map 17 with the number of arch-viles in the exit that simply is BFG-forced. Before them you also have maybe the worst-ever placed cyberdemon. Such a monster in such a cramped space? There barely is space to go past him and there is no way he doesn't hit you. While the map possesses only one megasphere. The other ones are the start and the end of map 24/25 Hordes Of Monsters. (24 in the first, 25 in the second release.) They're just based on rolling the RNG-dice and surviving. That simply destroys the otherwise perfect map. All the other combat into it was so well thought out and allowed so much so good tactical thinking. A few rooms with forced usage of the BFG, but that wasn't that bad in the end.    The only other map I didn't like is - guess which one - 24. 24 of the second release is simply boring. Just that. I also expected a lot more from map 16 which also I can say I disliked. Not in terms of combat, but in terms of monster placement rather. Personally, I was OK with fighting 6 cyberdemons at a time, but I wouldn't force the player to do that.    And my other complaint is visuals. People, when you make maps, please MARK THOSE LOCKED DOORS AND SWITCHES AND THOSE EXITS!!! Red skulls and red rectangles must be used then and only then when a red door or a red switch is marked by them. Same as blue and green. With the only exceptions being like for instance showing the location of the corresponding key or its pedestal, etc. So many maps used these textures on doors and switches that didn't require those keys or weren't used on such that did. Not to mention something that got me a bit bitter. I often am criticised of my rooms being bland and being just a straight shape. Well, at least I mark my locked doors and locked switches, as well as my exits. Also, the visuals on a few maps didn't impress me at all. Well, why does it impress you then while I get brought down? Seems like most of the criticizm towards me results in me not creating maps for years past or that I'm not a speedrunner of the early 2000s. If this is the quality you want, well, I'd prefer a good fight in a blase room than a bad fight in a well decorated room. And as for the problem "you don't see the exit until you're at the exit", well, how can I see the exit if there is no indication for an exit until you flip the switch or pass a seemingly normal teleporter? Subjectivism in action.    But there is a flip side. All in all, I played this wad for multiple reasons. To analyze the difficulty curve, to see if I can beat it on UV, to take inspirations and to take some map making models. The best for the latter were the maps by @Andy Johnsen (if it really is the Danish speedrunner behind this name.) I kinda like the majority of the maps created by Norse people, particularly the other big Dane Jens Nielsen. Johnsen definitely did the best job of all people who created maps and my comments from above of course address neither of his works. Definitely a player and a mapper I can learn a lot from. All in all, if we exclude the cases where some things made me scream "I can do better than that", I do have a lot to take under consideration. Especially Andy's maps. And especially... my favorite map.    You guessed it. My favorite map turned out to be map 29 Firewalk With Me. No other level ever feels more Hell than this! Visuals, combat, monster placement to the end! Best map I have ever played, most enjoyable too. Even the horde of revenants - my least favorite monster - didn't bother me at all. In fact my comment on the map was "In order to like this map you have to be a nerd. And be proud of it." Well, I consider myself a nerd in some ways. Especially while dancing around cyberdemon rockets. This map gave me so many opportunities for that as well. Other maps I want to highlight - 23, 13 (I believe this was the one with the cyberdemon in the crate room), 18, 26, 27 and 11. I have no words to describe them all. Definitely these are just another reason to play AV. I want to add in map 32 as well which also gives the player a fair fight all in all despite the rough start.    Wow... That's some essay of a review. But something that makes me wonder - should I keep on making new maps or not? After all, if the quality I should aim for is the quality of the greatest AV maps, then is this for me at all?    I was considering 5 stars, but a few disappointments can't allow me to. If there were more cyberdemons available for taking down with the SSG, I could have given 5. So much potential, but not what I expected. But does this deserve a sequel? Definitely! 
    • By DoomShark · Posted
      - Designer has the bad habit of silently spawn monsters (especially Revs) right behind you while you are busy fighting the hordes in front of you. - Too many deadly traps - You'll find yourself saving/loading A LOT because you die a lot. - Many gamers will find this hard to play and an unenjoyable experience. - Map design is good but maps are small.      
    • By Denim Destroyer · Posted
      Doom 2 has left the community with an impression of what city maps are like. Unconnected boxy rooms that do not flow into each other and lack any coherent artistic themes due to the games limited texture set. City of Doom continues this idea and drags it out over the course of eleven maps. In this level set you will find all of the aforementioned ideas of what a city level could be in addition to large open rooms that tend to plague amateur maps. City of Doom has not one single redeeming factor this making it impossible for me to recommend this wad. Had I played this level set when it was new I imagine my opinion would be better, but better city maps have come out in the last twenty years I recommend you check those out instead.
    • By Spie812 · Posted
      TL;DR: Despite some weird graphics replacements, this WAD is mostly competent and fun, though encounters can feel a bit spammy in the final maps.   So, the first thing you notice when starting this WAD is the new graphics. Most sprites have been recolored or replaced entirely. For example, the fist, pistol, and shotgun have been replaced with their Doom Alpha counterparts, the imp is now grey with green fireballs, and there are now like 4 types of barrels for some reason. One change that I enjoyed was for the SS soldier, which is a modified Doomguy sprite that allows it to be used as a standard enemy who makes frequent appearances. I'm not too keen on the other replacements since they feel unnecessary, though they don't really detract from the experience in any meaningful way.   As for the rest of the visual design, it's pretty good for the most part. The overall style is techbasey with a lot of cues taken from Doom 1's visual style. Areas are generally well thought out and pretty well decorated. It's nothing mind-blowing, but the levels are generally visually coherent and have some nice looking areas for the vanilla limitation. The layouts have plenty of interesting rooms and designs which nicely avoid the "boxes connected to boxes" feeling, though they sometimes feel a bit too flat (heightwise, that is). Also Map05 has a FIREBLU/FWATER1 building which I think is fantastic.   The actual combat is... interesting. The first few maps play a lot like a Doom 1 set with the occasional revenant or hell knight. This means no SSG, roaming monsters rather than setpieces, and generally attrition based difficulty. The latter half keeps that same style while turning the difficulty up considerably and focusing on the more powerful monsters (and giving you the SSG, thankfully). Unfortunately this doesn't mesh too well with the gameplay, and encounters can end up feeling a bit spammy and annoying especially in the last two maps. The combat is otherwise pretty fun for the most part.   Overall, I think this WAD is pretty good. The graphics replacements don't really work for me, though the rest of the visual design is well executed. Combat is pretty good as well apart from a few annoying encounters in the final two maps. I'd say that it's worth a play, though it might be wise to play on HMP to take the edge off of some of the more annoying encounters.   ...   Oh, and it's weird that Map07 isn't vanilla compatible. Like it benefits from the extra detail but c'mon, "Vanilla" is in the name for God's sake!
×