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Soulcrusher

   (42 reviews)
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10 Screenshots

About This File

The year is 2173, the world has suffered through numerous world wars


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Player Lin

  
Nice designs on weapons/textures and plot, level 1~6 plays well as new TC, too bad it seems something unfinished and the last two BOSS level just rushed work(and read the FAQ, learned about cut contents, too bad), ammo balance is problematic(too many of all ammo even in skills 4), shop just like useless(due to too many ammo, just buy health and armor, but the own limit make you can't buy more), the later levels don't have shop at all), unfair the last boss battles...3.5/5 -playelin

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Guest

  
Nothing spectacular here. The levels do become lesser quality as they go on, but at least the opening levels provide some sort of impact. It does feel... unfinished. 3/5 because there is obviously some large effort here, but it fizzles out and more could've been done, particularly in the final levels.

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Guest

Unknown date

  
It looks great! This really shows how limited the 8-bit palette used by software renderers are. But, I'd prefer all the resources to be custom, the ripped ones look terrible in comparison. The gameplay? Well... at least it's better than DOOM. Certainly nothing outstanding there. Otherwise, great WAD, 4/5

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Guest

Unknown date

  
Weapons are mostly fun, nice looking and have very detailed and polished animations. Soundtrack is pretty cool. And... that is all I enjoyed. In it's current state this TC is blatantly unfinished and downright broken. There is a potential for great TC here, however it requires lots and LOTS of work.

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Guest

Unknown date

  
An excellent blend of looks and game play. I give this mod a 5/5, not because I overlooked a few of the flaws it has, such as some graphic inconsistencies, but because I thoroughly enjoyed the story and the game play itself. The boss battles were very well done, and the maps were pleasant to go through, if a tad large. Obviously a lot of work went into this, and it shows. Great job.

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Guest

Unknown date

  
it is absolutely amazing. but very different from doom2. too many wads and I had stomachache. 4/5

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Guest

Unknown date

  
Bugs, bugs everywhere! And, not a kind of bugs you can shot at.:(

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Guest

Unknown date

  
Impressive if flawed game(and it IS its own game, Doom or "ordinary" Doom TC this is not). Last few levels felt really rushed, this kinda reminds of HACX in that respect, and final boss fight was as annoying as the get. However, some first two thirds are really epic and fun and I think it will take decent amount of time to play trough good part before coming to sucky part. 4/5

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Zalewa

Unknown date

  
The first few maps are fun to play, and the same goes to enemies and guns. The quality goes downhill as it progresses. You get straight-forward copypasta, with copypasta legions of enemies that are neither threatening nor fun. The sonic rifle causes nasty screen flashes. Also, I've had bugs where it was impossible to jump between dialogue screens. Furthermore, my character stopped picking up certain types of ammo, and that was with the 1.2 update. If not for that drop in quality, this mod would be a 5/5.

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Guest

Unknown date

  
Honestly, this was pretty enjoyable if obviously unfinished TC. I encountered no bugs or glitches of any sort. Solid 4/5, would be 5 stars if final level were on par with rest.

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Guest

Unknown date

  
Maps 1-6 are definitely worth playing. Map 5 is a high point, big and partially non-linear urban level with lots of exploration and almost Deus Ex-like atmosphere. Weapons are all well designed and fun to use, enemies are mostly well made. There is some buggines even with 1.3 patch, at one point I was unable to pick up ammo for basic pistol and assault riffle, then later for shotgun. Shop screen is unresponsive at times. Stll, woth playing for firs 6 level, just expect some buggines and skip the rest.

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Guest

Unknown date

  
There is a potentialy great TC here, despite being obviously unfinished, really buggy and two awful final levels + frustrating final boss arena that feels like it wasn't playtested at all. So, six fun maps that feel like whole new game, despite being really rough around edges. Worth a try. I'm thankfull that it was released even in this state, instead of joining other ambitious Doom projects that seemengly disapeared from the face of the earth.

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Guest

Unknown date

  
Brilliant TC! 1.2 patch that can be downloaded on this archive is outdated, there is 1.3 patch available on doomworld and zdoom forums. I encountered none of the bugs mentioned in previous comments, so latest patch is a must!

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Doom Nukem

Unknown date

  
This mod certainly deserves 5/5. I don't think I've ever been so entertained or in awe of a Doom mod in a long time. I highly recommend that people download this right away! You won't regret it!

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Guest

Unknown date

  
Just completed this mod...solid work overall. Feels like what the first System Shock game should have been. I like the dialogue interface with bosses as well. My only complaint is that the underbarrel grenade launcher on the shotgun occupies about half the screen upon its reload animation. Otherwise, it's clear you've put a great deal of effort into making this mod possible. Great job. - JL

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Guest

Unknown date

  
This is really cool but much shorter than I expected considering download is pretty big for a Doom mod. Feels like a first episode od some lost 90s FPS. It's really fun tho with a cool cyberpunk enviroments and pulpy story. It just ends way too soon.

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Guest

Unknown date

  
I quite thoroughly enjoyed it. The music was great, the gameplay was great, the graphics were great. The non-original content fits in with what the actual enemies do, and has had a lot of effort made to keep the game consistent. Definitely a must-play. PS: the people who intend to play this should click on 'View scmain.txt' because the text file is updated, whereas on this page it's not. The text file contains potential updates to the mod according to Alter himself.

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Guest

Unknown date

  
Kinda underwhelming. I guess core gameplay is pretty good, and soundtrack is awesome. I dont thing it's fair to compare this to Strife or original System Shock, this is a fairly straightforward shooter. Hacx is a closest comparison, though it's not as fun and level design is never as impressive as best of Hacx maps. Visuals are OK, architecture is kinda simplistic and blocky and it never looks that good despite use of GZdoom features. Feel free to skip final three levels.

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mrthejoshmon

Unknown date

  
This is brilliant, its like an entirely new game! seriously, play this now!

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  • File Reviews

    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
    • By Argenteo · Posted
      Dario Casali siege-carnage adventure. There's maybe a thousand monsters in here, so better find those weapons and start to think how to digest it all. Watch out for those nazi ghost. Built time about two. Funny.
    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...
    • By Argenteo · Posted
      Amazing episode, some custom decorations and good care to lights and shadows. I like how he uses the playing space (wide corridors) and how it affects the combat. Despite her beautiful voice, you gotta kill her. Burning trees.
    • By aargh · Posted
      Nice, tight level design. E1M8 was an amazing puzzle map.
      It's surprisingly difficult for a Doom 1 WAD, but for wrong reasons: constant ambushes, monsters teleporting right behind you. Also, there is a serious lack of medikits. Fights with 5 % health and hitscanners all around are common.
      Still, it was quite fun.
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