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Fuel Devourer

   (28 reviews)
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5 Screenshots

About This File

Large fuel base full of monsters - go and kill them! Made for FDC#11.


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JudgeDeadd

  

A cool, nonlinear techbase with a lot of interesting nooks and crannies. The progression is a little obtuse at times, and some of the ambushes are downright unfair.

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Guest

  
Lots of work, and difficult to rate. The outside part looks excellent, the inner part with the used textures almost cheap. Layout of that part also lacks coherency, it looks like being extended and extended over and over again instead of being planned, which makes gameplay quite aimlessly. Monster placement is imo not good with way too many snipers, and feels too often too fabricated. Overall solid 4*, but imho not interesting enough for playing a 2nd time.

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Guest

  
One of the best wads I've played in a long time. Lots of retracing steps but it never got boring for me....I did end up marking the yellow doors on the automap because there were just too many to remember.

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NuMetalManiak

· Edited by NuMetalManiak

  

there's definitely a lot of patience required to beat the Fuel Devourer, it's a long one that's nonlinear and filled with gook. while the rocket launcher is in an easy place, the same can't be said for the plasma gun, which will probably take an out-of-the-way switch to really get. other than that, combat is generally progressive, if you encounter a big monster too soon you're welcome to close the door and head back. just find the keys you need and then the switches before we head out to the open field, which is where we see the SS replacement, not really anything worth noting to be frank, just another fast melee zombie with an axe, although a lot of them appearing in an open field is quite cool. still a nice map that holds up.

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damned

  
There is really few maps like Fuel Devourer. It not easy to create non-linear map like this, that is fun to play and looks great and the layout works. I would just appreciate more hints for switches, because you can get lost easily. 4.5/5 - Damned

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Guest

Unknown date

  
Nice atmosphere, design, and gameplay. The ammo is pretty scarce so stock up. The difficulty fluctuates from harder at the beginning, while easing up in the middle, but then picks up again near the end. Nice progression. I wasn't too keen on the music but overall it was a nice play. 4/5. -TRRobin.

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LordK

Unknown date

  
Interesting level. Non-linear, complex and good-looking. The non-linearity leads to an uneven difficulty though and I got a little lost at times.

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Guest

Unknown date

  
eh...2/5

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Guest

Unknown date

  
it's sweet but I was unable to find the yellow key. by the time you hit the switch for it you've explored the whole map and have no idea where you saw it last.

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Guest

Unknown date

  
Epic, you did a great job, and i love the music, awsome man!!

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killer2

Unknown date

  
Magnificent map! The music fits perfectly and the map is really fun. It's really non-linear and has tons of interesting and diverse areas. The secrets were cool too! A blast to play! The difficulty could have been higher though, I had no problem finishing it on UV with no saves once I knew the first half of the map.

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Guest

Unknown date

  
awesome map

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  • File Reviews

    • By JudgeDeadd · Posted
      The Artifact is a classic 1995 three-level mapset. It might be one of the highest-quality 1994/1995 productions I've seen, standing alongside such releases as UAC_DEAD or Galaxia. Much like them, Artifact has something of an unique air about it... a feeling of a true adventure, where you can palpably feel the author's enthusiasm and creativity as you go, each new room and area somehow feeling unique and lovingly crafted despite the simplistic looks. One downside of the mapset is that progression is occasionally confusing (such as one door switch on map03, hidden on a column that lowers into the ground).
    • By vdgg · Posted
      A set of maps, carefully tuned for pistol starts, pretty hard/challenging. The maps are rather small and have exactly one secret. There is no stylistic consistency; there are a few bases and castles, caves, hellish maps and so on, everything totally mixed up. I can assume the earlier maps have their slots because they are easier and the later maps - harder. MAP26 is probably the most difficult one. mlm12 reminds me a bit of Going Down, as the levels are small, packed with enemies, and one different from the other. But mind, they are less polished than GD. Some maps have a pretty high 2000's level of detail (the ending corridor from MAP09), some others are much more basic looking (MAP02). IMO they are rather good looking (above average).   Bugs/problems: The mapper leaves all the doortracks without "lower unpegged" flag, so they move with the door, I'm sure he knew how to prevent it but he preferred the doors to behave this way. What is more problematic for me: unreliable W1 monster teleports, places where you can get stuck and decorations impeding player's movement, no Boom actions but some maps require -complevel 9 due to traps not working with limit-removing compatibility.   Favourite maps: 03,08,17,24,25,26. I would definitely recommend giving it a try: the maps are so different everyone will surely find something that appeal to them.
    • By Maximum Matt · Posted
      Finally played this one today, pretty good for an old-school level, hub layout, so not so linear, varied locations (including a huge canyon area and an underground cavern), LOADS of monster traps triggered by linedefs, including traps WITHIN traps (very nice).  Not too much of a challenge, but quite fun. 
    • By JudgeDeadd · Posted
      Good atmosphere, but ruined by the terrible gameplay. Tons of identical enemies attacking you over and over, plus some very dark levels where it's impossible to see where you're going, all amount to a mod more annoying than scary.
    • By sesq · Posted
      you can only have so many baron/hell knight vs ssg rooms before it gets tiring
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