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Stardate 20X6

   (87 reviews)
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Stardate 20X6 is a set of 8 boom-compatible levels that are all about the color purple. I couldn't think of a wad that extensively used the color so I decided to spend some time and completely overdose on it. The levels meander through underground and space-station themes, and are filled with all sorts of abstract violet goodness. Much of the gameplay resembles the arena style typically found in slaughtermaps, but the monster counts (in general) aren't overwhelmingly high. The maps are very difficult, with UV hopefully presenting a worthy challenge even for veteran doomers. HMP is also implemented, and is intended for casual playthroughs.


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Nefelibeta

   1 of 1 member found this review helpful 1 / 1 member

Maps are ok, some of them are really cool, along with some extremely cruel and punishing set-pieces (supposedly harder than swtw!) Though map06 and map07 have some design choices that I really really don't like.

 

From today's perspective it's a good wad, but I can't recommend it over stuff like Fractured Worlds or Occula.

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Zolgia108

  

i can't give more... sad...

 

this mapset is awesome from top to bottom, some of the fights are a big fuck you and die but that's just ribbiks style and i love it!

 

played with GZ, UV difficulty. It was hard to get through some fights, i actually had to cheat once because of something that i would a slightly flaw in the progression in map 6. i basically went through all the map without getting the plasma rifle but i had tons of cells, said rifle wasn't mandatory to get but it was freaking mandatory to use^^

Once i realized i didn't get it i cheated to go back and then i finished the map.

Anyway this is a pure gem and it's really inspiring. Now to the next stardate!

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4. complevel 9.

- Hurt Me Plenty

- Continuous combined with a pistol start mindset. 

- Saves every 10 minutes or so.

 

Beautiful demanding set of fabulous maps. First time I got my hands into something made by this author, and I'm not disappointed at all. A colour scheme consisting of shades of brown/grey and primarily purple inclined to magenta, which replaces all greens if I'm not mistaken. There's a lot to experience in terms of design, part is because of the colour selection, both contrast perfectly with each other in many ways, all positively: aesthetically pleasing to the eye, no overdose of the strongest shades nor monochromatic rooms; giving new visuals or at least the feeling of wandering in an unique world, outside of hell or the tech-bases we all know; the level of detailing, the complexity of the terrain you step, all outstanding; easy to recognize the texturing and environment the player's in, which is closely connected to the extensive variety of geometry that can be seen and felt (physically, above all). In gameplay, this combination seemed optimal to me, as it gave each section a bit more personality. A bunch of atmospheric midis to emphasize the spaceship theme of the wad, casually fitting even in the most punchy situations, can't say anything negative of them to be honest. 

 

I found the gameplay to be strong and consistent, most of the time. The offerings are varied but the overall style is what I'd characterize it as an "arcade game". To be more clear, the action/progression is setpiece-centric, non-linear, and sometimes multitask-based. The player isn't instantly thrown in the heat of the battle, but they're asked to make decisions and plans in order to claim your resources and thus, victory. These decisions include not only what to do but where to start and how to stay steady, something that usually differs from the incidental, mostly frontal combat style. A mistake won't necessary cost your entire life, though, depending on the difficulty the person chooses (HMP can still be highly demanding for less experienced players, and forget about UV on a blind first try), this sort of gameplay can be perfectly studied at the moment of playing them, one can anticipate and prepare themselves more or less for what's going to happen. Some clues are sheer silence, creating suspense, and checking the automap regularly, whatever suits you. So, in basic words, traps with lock-ins and some incidental surprises, composed of a variety of monsters in determined places in order to be efficient if the player is caught off-guard. They generally have one more than solution, the usual is some sort of gimmicky infighting scenario involving an enemy or various to call the attention of others, since in some cases they appear in idle state on purpose, this while you need to keep an eye at everything, grab the ammo and health if necessary, plus the way out via switches that might unleash more opposition... ergo the multitask I mentioned above. Monster count can be low or high depending on the composition, the slaughter ingredient is regularly present, but the "cherry of the cake" is usually kept for the finale or near it. Progression being non-linear means that, after a chill or hot start, the maps open up and you can choose where to go, as far as available. Mobility and stability is also important, the environment can become an extra enemy too (curvy shapes that can provoke elastic collisions, combat on stairs which means bumpy floors, platforming on thin pillars while turrets attack, darkness and spectres, etc), which in this kind of wad I found to add more seriousness and fun, that is excepting the platforming, in map 06, just, no... not for me.

 

Secret-wise, standouts are the secret arenas that reward the player with, combat first and then cool pickups, or viceversa in case of new weaponry. A thing is for sure, once I figured out the most used hint from earlier maps, they were all much easier to find later, that is with extra help of the automap, but this is one of my favourite ways to hint a secret so all cool. For favourite maps, I can pick maps 05 and 07. Only one I didn't enjoy myself much was map 06, I have yet to replay it to find something else to do in that finale. The other maps were really fun too, with 31 being a funny kind of "joke" bonus map.

 

Overall, fun is guaranteed, anyone who hasn't tried this before should stop by and take a look. Pick skill 2 or 3, if you feel intimidated by the description file, this is fabulous Doom after all, nothing invented to be mad at (; . My rate is 9/10.

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seed

  

And thus, Stardate 20x6 is finished.

 

Stardate 20x6 is a 8-level wad consisting of challenging levels with enemy placements and encounters in the vein of slaughter, with an actual slaughter level featuring 1000 enemies at the end.

 

The wad is centered around the color purple. This means that a number of textures and effects have been replaced and purple plays a major role in creating the mood and atmosphere of the levels, but isn't overused so that it becomes an annoyance. Besides a new set of textures it also features a new soundtrack similar to the one heard in Sunlust, but with a slightly more emphasis on the atmosphere rather than epicness while still very much keeping you and the action going (Sunlust did include a few "battle" songs which were used in a few levels, and in another megawad as well, I think), a new menu background, and intermission screen. It does not feature new enemies, weapons, or sounds.

 

Considering these levels have been created by Ribbiks, there are many similarities in terms of gameplay and design with Sunlust. One of the easiest similarities that is immediately noticed is the enemies who are in plain sight in a couple of levels are in a sleeping/unalerted state with their backs to the player. As I assumed in the case of Sunlust, it was likely done in order to allow the player to observe his environment and create a strategy of sorts before jumping into the action. The difficulty is also designed the same way, with UV being reserved for veterans and highly skilled players, while everything else is for less than stellar players. I have completed Stardate on HMP.

 

The maps are solid, combining challenging gameplay with good architecture and atmosphere, and also include a few ingenious traps which are less cruel than what could be seen in MAP29 of Sunlust (or should I say the Arch-Vile room instead?). The action takes place mostly on various space bases and every now and then a breathtaking sight might catch your attention when you find yourself outside. My favorite level is going to be MAP03, and the trap with a Cyberdemon on one end and Revenants on the opposite was damn fun. It might look threatening at first, but really, all that needs to be done is avoiding potential damage caused by their infighting and taking care of the incoming waves of Imps and Hell Knights until they're done slaughtering each other. As about design flaws, there are some dark rooms in certain levels where it's pretty difficult to navigate. The enemies are always visible so the problem is not that you don't know where you're taking damage from, but rather the room itself because it's so dark it's difficult to see what's in front of you sometimes. I did manage to hurt myself with the RL as well as get killed by a Cyberdemon because I accidentally ran into a wall. I would not advise using that weapon in these rooms. Use the Chaingun, SSG, or Plasma Gun instead, and always be aware of your environment. It's always good to rely on the environment as much as possible to make things more interesting and challenging, after all, many of the later levels also include some really tricky platforming sections, but the use of lighting could be more efficient. For this reason I would definitely not advise using the Software of your port of choice either.

 

The final level, as previously mentioned, is once again a slaughter map with a couple of nasty but highly creative enemy placements. Ever seen pyramid-like structures with Chaingunners on them? Me neither, until now. No Icon of Sin boss, and once everyone's dead you have to destroy a reactor (or, I think it's a reactor anyway) which ends the journey. A great level, but the existence of the said reactor is a bit questionable considering the location. I think it was just fine without it.

 

And I think that covers everything. It's short and sweet, go check it out, it's worth your time.

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<inactive>Player Lin

·

  

This mapset should be 2.5/5 if not because of the design of levels(visuals) and monsters placement but...this kind of gameplay just give me more frustrations than fun...even with my usual save/load abuse, or maybe I shouldn't try this at all since it's not my taste of tea, but still, using cheats and go through every levels still have fun as the architecture in every levels just beautiful.

 

Since I can't give 3.5 so just give 4, but it doesn't mean I love this mapset, because my frustration overflowed and I just rage-quit by those stupid Archviles and Revenants in Map02. :(

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funeralparade

  
Ribbiks is a god, and he's quickly becoming quite possibly the best mapper in Doom history. This is just an outstanding project with tremendous execution and difficulty. I love the way that the battles are designed and the environment he creates is second to none. I hope his sequel to this is just as good, even if UV is shaping up to be obscenely difficult.

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Killer5

  
Sick wad.

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Spectre01

  
Very good wad focusing on interesting and difficult arena-style encounters. Bonus points for no serious Pain Elemental spam. Needs more purple though. 4 rage-inducing Archviles out of 5 rage-inducing Archviles.

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purist

  
A level set with a uniquely strong sense of theme that goes beyond it's colour scheme into its heavily setpiece styled, skill demanding action, which often feel like cruel monster puzzles. Too hard for me to finish, even after swallowing my pride and dropping difficulty levels, but a compelling experience while I lasted.

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Guest

  
The most hardest wad I ever played and it's totally 5 out of 5 Rip and Tear!!!

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Ezepov

  
super

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Guest

  
Beautiful level design, and gameplay is mostly great fun. But, I dislike Ribbiks' obsession with starting the maps with idle groups of monsters. Boring way to start the maps IMO. Hopefully Sunlust won't be as obnoxious with that.

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Guest

  
Impressive architecture and detailing, but monotonous slaughterfest gameplay that involves a lot of quicksaving/quickloa ding, at least for me. Despite the beautiful layouts I honestly got bored with the gameplay. Same with SWTW.

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Guest

  
A great Hell Revealed style wad with a nice purple colour theme running throughout. The difficulty and ammo placement is balanced enough (as far as these kind of wads go). Unfortunately as with most of these "Slaughter" wads; this does suffer some of the same tropes of predictability, repetition, and frustration. But it is probably one of the more balanced and enjoyable of them. It gets a 4 but no more. -TRRobin.

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Guest

  
@ ^: Well, slaughterfests differ completely in gameplay phylosophy. Traditional DooM gameplay is a mix of strategy, tactics, and variation in style and intensity. Slaughtermaps usually try to place as many monsters per square inch as possible, whereby the only thing a player needs to do, is finding a walk path creating massive infights. Therefore SF gameplay is imho extremely monotonous and boring. And yes, IMHO the gameplay (BTW for sure not too difficult @ UV) completely ruined this mapset. It's a pity.

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Guest

  
Another potentially decent wad ruined by being made a damned slaughterfest....am I the only doomer that HATES slaughterfests?

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Guest

  
Visually impressive and quality gameplay.

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Guest

Unknown date

  
excellent...5 étoiles...genre...

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Guest

Unknown date

  
Clearly one of the best wads released in 2013. Nice mixture of slaughter gameplay and close-quarter deadly situations. 20X6/5.

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Pottus

Unknown date

  
Right on man! We had a hell of a lot of fun play testing this and it really made a big difference in the end product! Top quality mapping and very well refined game play make this on heck of a good wad.

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bnc21

Unknown date

  
Challenging but also tends to be very predictable. Hit a switch, all doors and escapes close, and lots of monsters teleport in for battle. Also I have yet to see any BFG9000 weapon in any level.

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dannebubinga

Unknown date

  
Legendary material. It's really well crafted when it comes to both gameplay and architecture, with the purple being the last touch that makes it legendary.

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xnv

Unknown date

  
I won't play other wads made by Ribbiks anytime soon. Player couldn't evade a Revenant's fireball/5.

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NuMetalManiak

Unknown date

  
purple fucking rules, insane slaughter levels and design, particularly the last two maps. but fuck the platforming bullshit.

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Guest

Unknown date

  
Eh, I really didn't enjoy playing this and "Whales" at all, I guess this type of gameplay most definitely isn't for me. Way to frustrating. It is well made for what it is, obviously, and it seemingly has a lot of fans, so I aint gonna rate it any lower.

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  • File Reviews

    • By Maribo · Posted
      I feel like I increasingly come across these Eternal levels where there are wide open spaces that would normally feel desolate and empty, but something about the inclusion of these odd little setpieces makes it feel... oddly touching. It's like he isn't playing by the same rule book as other people. The castle map in this WAD is like being shrunk down and getting to walk around a diorama that someone has built.
    • By Walter confetti · Posted
      Practically a Single player campaign sets in a very dark maze of corridors and ventilation tunnels (reminded me of Aliens TC), conceptually is not a bad map but in reality the broken and cryptic progression made me dislike this, as well as the blocked exit room by a impassible line. Too large for DM too imo. Wasted occasion for something decent.
    • By Walter confetti · Posted
      A pretty wacky and funny gun replacements, as Stupid Bunny said long time ago. Fun stuff.
    • By Cutman 999 · Posted
      A little better than vanilla doom 2, final 5 maps are fucking terrible and somehow, they made the icon of sin worse. I prefer the reinterpretations of iwad levels compared to the first DTWID, were i felt the levels were samie and not so different to your typical E1 knock off. Probably i would play it again, maybe not, if you didn't had enough of iwad fix, play this.
    • By PsychEyeball · Posted
      Perhaps the best megawad I have played so far. Ancient Aliens is a very distinctive WAD, with its unique tone, custom textures, choice of colors, scenery and meticulous encounter crafting. The overall look of many of its maps is pretty relaxing, (especially as far as Doom is concerned) and that feeling is helped big time by the masterful Stewboy compositions, whose MIDIs often give the journey a mysterious laid-back style or embrace a fun bouncy techno-jazz jive. But don't be lured by the calm looks and sounds, because Skillsaw and his guest mappers know how to turn the heat up and throw you into peculiar and inventive combat scenarios.   Map 1 sets the tone for the action perfectly: after the trippy teleporting sequence, you immediately zoom at full speed past a caged cyberdemon, who will constantly hinder your progress and have you frantically look for the way forward. The following brawl with hell knights, revenants and other foes in tight corners does set a tone for the combat to ensue in the first few maps: resources tend to be initially scarce and berserk punching a few skeletons will help you keep your supplies for fights where ammo truly matters. If that doesn't feel like your cup of tea, do not worry: a fair amount of maps do provide ample supplies for when the heat truly gets turned up. Finally, many big enemies in beginning maps are meant to be telefragged (or, in the case of MAP04, the game will eventually spawn a truckload of explosive barrels to kill archviles with little fuss) so the obvious approach is not always the best one.   The layout of levels often features traps, but at the very least you can't fault the WAD for lack of variety because it's rare that the same trick gets repeated. Encounters are memorable and my favorite of the bunch include a collapsing staircase where you must fight foes quickly under the eye of an archvile, but you must do it fast because the ledges eventually rise up, bringing you closer and closer to him being able to resurrect the fallen monsters. But each time a ledge rises, new monsters can now get to you so you're never safe no matter what! Additionally, the WAD features two new monsters: the plasma marine and the rotating skull cube. Marines make static noises, are cloaked when not attacking and their plasma shots can be hurtful, but they thankfully need to pause before shooting and are very fragile. The skull cubes pack a wallop, firing a barrage of 3 revenant missiles at any time, which can be homing or not. They would be the worst if they didn't have only about 80 health and exploded upon death, hurting everything in their vicinity. This means that when this enemy appears in tight packs, a single rocket can blow away the whole group.   Skillsaw doesn't hog the whole WAD for himself, he offered a few guest spots for other worthy mappers to shine. Joshy from Speed of Doom fame gets two maps, MAP 9 (The Nectar Flow) and MAP28 (Floating Arena). Both are completely different to each other gameplay-wise, but both are fun. The former is a journey through caves of nectar that features the highest monster count in the WAD at the time, but most of them are zombiemen and imps, so happy chaingunning! The latter effort is a slaughterfest that sets the table for the end of your journey. The numbers are high, but the space, ammo and powerups are abundant as well, not making the carnage too mean spirited. Stewboy gets the MAP 31 slot, but this one doesn't work as well; the pacing is too slow and there's a little too emphasis on secret hunting (13 secrets in total!) and the layout even is a little too gray and drab. AD_79's MAP 20 is a strong showing with its tubes full of enemies and the clever archvile hologram trap. Esselfortium's MAP 22 is a scenic ancient castle that is one of the prettiest maps of the set, only upset by MAP24. lupinx-cassman offers a spectacle for the eyes with a sky temple that appears to worship several cultures at once, hence the name. While some of its combat is a little stilted and uncomfortable at times, the looks all make up for it. Tarnsman's MAP 26 is a pretty old stone temple, but the heavy chaingunner usage makes it feel like some weird Plutonia homage. MAP 23 by Pinchy is probably the only guest map I can bring myself to dislike: it's too big, sprawling, confusing, loves to spawn chaingunners that snipe you at great distances and finally, that final fight can go to hell.   As for skillsaw's work, the best part about his works is that he's very consistent quality-wise, I can't bring myself to dislike any of his work in this WAD (MAP 32 might be his only map I didn't really like, it felt a bit by the numbers for a secret secret map). Some of the levels have gimmicks attached to them, like MAP 6's sinkhole, which occurs as you're grabbing a shotgun (?). But you better not think of it too hard, or hordes of shotgunners will come to take you away. MAP 18 shows how dangerous the Illuminati are, with the surprise inclusion of an Icon of Sin (in the form of a giant Illuminati pyramid!) that makes incursions in the main courtyard a tricky affair. MAP 19 is a berserk and pistol level that will get you up to speed with punching enemies, your champion contender here will be an archvile you need to punch down so good luck! My favorite Skillsaw maps of the WAD would be Maps 1, 2, 4, 7, 14, 16, 25 and 29, aka the last regular map of the set. It's 3 big fights, the final of which is punctuated by the shattering reveal of who's behind everything. Then, they get to watch you do the final fight against seemingly unsurmontable hordes in a big, colorful arena.   All in all, Ancient Aliens is a masterpiece. It is surprisingly approachable for being a modern WAD and the difficulty is hard, but often fair. Keep in mind this is still an harder WAD than Plutonia, though. I had a pleasant time on UV with saves and continuous play and if your skills aren't up to the task, lower difficulties will make sure you are not left behind. If you're like me and somehow took this long to finally play this, remedy the problem and play it now. It's one of the all-time greats.
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