Big Spaceport

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8 Screenshots

Author

Jay Greguske

About This File

Big Spaceport is a collection of levels designed from scratch that are meant for Doom 2 veterans. They are very large, and far more challenging.

Play "Hey Not Too Rough" for less of a challenge, it lies somewhere between "Hurt Me Plenty" and "Ultra Violence" in the original game. For most players, HMP should provide plenty of action for your first time with these levels; the item placement and most count are designed to be fair. UV is for the second time through. You are expected to know the level layouts and at least half of the secrets to be able to succeed. While 100% kills are possible, you must be very conservative with your resources and remember where you left supplies behind.

Credits

id Software, Yadex, and the Eureka authors

Base

New levels from scratch

Build Time

About a year's worth of weekends

Editors Used

Eureka, Yadex

Bugs

Savegame overflows on Map 3, 4, 5, and 6.




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Unknown date

  • 2
   1 of 1 member found this review helpful 1 / 1 member
Played @ UV. Having said that, with all respect: why have you released this wad as such after that much work? Textures are missing and misaligned, too many lines are not shown at the automap, secrets are often badly hinted, doors which are not doors, monster placement is often horrible (fighting 170 imps & former humans with only a pistol is soooo 1994, often too dark, gameplay has no 'leidmotiv'. And UV is not difficult at all. 2/2 for the efford, and I would suggest you go using beta testers.

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Zalewa

Unknown date

  • 1
   1 of 1 member found this review helpful 1 / 1 member
I concur, big ugly rooms, and a stupidly high amount of enemies with only the most basic weapons provided.
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NuMetalManiak

  • 2
   0 of 1 member found this review helpful 0 / 1 member

well, combat may not be so bad, but there's a surprising lack of variety. this starts off in a mostly pistol-oriented map, where you get a chaingun at the end, and then the next two maps are moderately long. the final three maps can put some of the ones from Eternal Doom to shame, with some puzzling to do, some of it actually more frustrating than I would be led to expect. there's many dubious design decisions that simply must be pointed out. the final secret area in MAP02, what the FUCK? and another secret area in MAP05 with crushers whose sole purpose is to troll you. MAP06 is the best map in a number of ways, feels eerie, has lots of things to it (oh, and lots of items for the item count for each of the maps too). but one particular switch (Linedef 4962) does not work. I actually felt more and more frustrated the more and more I played this, it wasn't challenging, but it sure got me annoyed with how things were laid out.

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plums

Unknown date

  • 4
   0 of 1 member found this review helpful 0 / 1 member
Huge nonlinear (but not confusing) levels with lots of things to shoot at. Great!

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Unknown date

  • 3
   0 of 1 member found this review helpful 0 / 1 member
I liked it, but I like large, spacious maps. An area on map 6 with the rocket launcher ambush is bugged though as you only have one chance to hit the button to leave out the door you came in or you have to noclip out. This was playing with GZDoom, by the way, default compat flags. Would have given this a 4 but the noclip part I mentioned bumps it down to a 3.

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Darch

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  • 4
   0 of 1 member found this review helpful 0 / 1 member
These are some great classic-feel maps, recommended.

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pcorf

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  • 4
   0 of 1 member found this review helpful 0 / 1 member
Downloaded it. Very good, puzzling, nice classic design and atmosphere. Very hard and challenging on UV (well for me). No new music of GFX, just a nice bunch of maps here.

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Unknown date

  • 1
   0 of 1 member found this review helpful 0 / 1 member
big ugly rooms.

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Pavera

Unknown date

  • 3
  
Some genuinely cool mapping ideas marred by some really boxy/stringy layouts and some unconvincing outdoor scenes. The single lamp flooding rays of light around a bank of computers in MAP06 is a really cool effect, and it makes me wish that kind of care had been taken throughout the mapset. 3

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  • File Reviews

    • By Zalewa · Posted
      This is a really beautiful map divided into about 7 sections which each have their own distinctive flavor, though they keep the same theme. Sections are interconnected with lots of corridors, somewhat building a confusing layout that might not be easy to navigate. However, the sheer level of detail polish, the texturing and the intriguing ways in which everything is connected here easily conquer that little inconvenience. While the fights doen't belong to the more unforgiving ones, you will find lots of health and armor to help you pull through. Definitely recommended.
    • By Zalewa · Posted
      A hub-like MAP containing 7 separate levels, each is completely separate and each must be completed for the exit to become available. You can complete them in any order, though the final one offers the most noticeable step up in difficulty. Each section has the same level of quality, polish and good design.   Each completed section gets marked with a green slimefall texture (incompleted are red bloodfalls), though each section requires you to push a switch to exit. If you miss that switch you will have to return to an otherwisely completed section. It would probably be better to just use walk-over lines for marking sections as completed.
    • By Meril · Posted
      Map made in 1995, typical for that era. You can find mazes, square rooms etc. But few rooms are better with some details and more intresting. None of teleporter flat is correctly fitted to grid. Gameplay: Monster placement is not bad except two rooms. First when you teleport into small room tightly filled with pinkies. Second is the worst of the worst. You are teleported into big square room crapped with pillars and monsters including archville where no place to hide. Backtraking is present, but not disturbing. Overall: Ok, but some places are very bad designed.
    • By Meril · Posted
      Like most of '95 maps, low details, square rooms etc. You can find here some weird use of textures and walkthroughalbe bars. In gameplay side, map is ok. No challange, but not boring neither. Overall is barely below average. 3-/5*
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   A super solid mapset I had the pleasure to play. This one felt like a modern adaption to the old known Scythe, while bringing its own personal style: it is divided into episodes, difficulty progression is highly notable between them, but monster density remains on the low side. Visually remains on the classic side, starting with tech bases, always indoors, then slightly pushing the player into open spaces connected with caves and lava, and more fleshy/spooky environments nearly the end of the set. Personally, I really liked that purple sky in mid maps, an unusual color in the game. While the author kept it simple with texturing, there's a lot of work on atmosphere and connection between levels. More specifically, in most maps the starting place is the previous map's exit room. If not then you'll know where you'll going to be, again because of the theme's consistency, which I liked a lot. One thing to point out is the usage of darkness in at least one piece of every map, something that always gave a sense of insecurity, as monsters had an advantage I lacked, which was pretty cool and tense (map 25 last room is dark and brutal, one of the most memorable moments of the set imo).   The combat and layout are the most consistent and interesting sides of this wad. Monster count might not be too high, but the author worked it out in way that little can still be brutal. The first and second episode are very low-key, with some surprises to introduce the player into what's coming. Third and fourth are more trap-based and also introduces serious (but simple) platforming/chasms. Last two episodes are what Moonblood as been anticipating so far, all of the previous but in a much brutal and unforgiving way, also including hectic starts. On par with this difficulty progression, there's monster progression, this means that each monster is introduced in an old-school iwad way, only barons appear much later than I expected. In terms of layout progression, non-linearity is what rules, excellently done btw. The maps will give you the opportunity to choose your way to find resources and deal with monsters. Despite playing on continuous, I payed attention to the weapons placement: it's not your usual classic megawad, there's place and time for each weapon to be the star of the map, usually provided near the starting spot, so the player has an idea of how's the map going to turn out. This kind of pace was really appreciated, since I enjoy variety. A final boss is included to give a conclusion to the story (quite a nice story, if you want to understand the author's view it's here), always nice to see custom endings that don't have an IoS, always nice.    Secret-wise, these are not just your typical misaligned texture, with usage of the automap and a good ear you can find them all, but they usually take an extra effort to find, more often related to audible clues. They don't give you much in general though, this is probably the only downside as sometimes I found single medikits and I didn't need them at all, but perhaps pistol starters might appreciate them more... My favourite maps are from the fifth and sixth episode, the secret maps too, since there were more open layouts and mixing of every monster/weapon. I think there was no map I disliked, well maybe map 26 which was quite good except for the many imps on ledges lol.    Overall, I dig this gameplay, very exciting, recommendable for anyone looking for classic adapted to nowadays perspective, if that makes sense. Uh just try it, Scythe and Jenesis fans can't miss this, my rate is 9/10.