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.

Target: Tharsis

   (15 reviews)
Sign in to follow this  

Guest

4 Screenshots

About This File

2 single-player maps for Doom 2. See below for "story"...


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

Player Lin

·

  

Map01 just OK, but why limit player can only using pistol? It's not fun using pistol or punching to deal Hell Knight on crowded area actually(I do go down, killed HK with pistol then use the elevator go back to exit but why?).

 

Map02 much better, give more weapons and secrets(some are tricky for sure). But some parts of the level really get annoying, like the toxic-pool part after got Rocket Launcher, should give player more Radiation suits, one just not good if player didn't know he should go back and wondering around then fucked up after it wear off. The platforming part for open switch to go back the blue&red key room also a little of annoying, needed SR since jumping is disabled. 

 

It's not bad but not good, but it still good enough for those who want a decent run of DooM level.

Share this review


Link to review
Javulas

  
map01 kinda blew with such a lack of weaponry (all you had were zombiemen, pinkies, and imps), but map02 was pretty interesting. Enjoyed the secrets, the little cave canyon thingy in map02 was pretty neat too.

Share this review


Link to review
Guest

Unknown date

  
It doesn't get much more generic than this.

Share this review


Link to review
Canofbacon

Unknown date

  
Eh. It's an okay WAD. Lots of ambushes which kind of gets old after awhile. In my opinion kind of a boring WAD but it's defiantly worth checking out. 2/5

Share this review


Link to review
lupinx-Kassman

Unknown date

  
Not sure why this is being judged so harshly. The maps are competently done, with the first serving as a small precursor to the second map. The layout is nice and sort of non-linear, and the monsters are placed well. Platforming is also used in creative ways. Seems legit to me. 4/5

Share this review


Link to review
Xangi

Unknown date

  
Eh, Difficulty curve is more like a bed of nails, generally kind of boring. Also, I feel like I broke it a bit with some SR40, not sure.

Share this review


Link to review
Guest

Unknown date

  
A couple of nice vanilla levels. Nothing fancy, but still a good bit of fun. Give it a go. 4/5. _TRRobin

Share this review


Link to review
Guest

Unknown date

  
Felt sorta like a late 90's level. I finished the 1st level without getting any guns, so I used the pistol and got 52% kills. Didn't want to do that, just meandered to the end. The second level wasn't much better. 3/5 - Mrs. Doom

Share this review


Link to review
Guest

Unknown date

  
Nice environments but a little too empty at times and too hard at others.

Share this review


Link to review
  • File Reviews

    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • 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...
×