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Dreamland (release 2)

   (5 reviews)
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A medium-sized level featuring a few nice ideas, including two mazes. There *is* a secret exit to E1M9. This WAD is called 'Dreamland' because most of the design work came to me in a dream. Scary, eh!? Changes in release 2: Quite a lot, mostly affecting secret areas and map features. Nothing that affects gameplay. Some hints: Watch your back in the first maze, because those sergeants have developed a mean aim through the windows. There are three secrets in the first maze - can you find them? Before picking up the blue key, equip the chaingun and be ready to RUN!! Don't expect to survive the first time after getting the yellow key. I certainly find it difficult. Please watch the light levels in the open-air areas, because I'm very proud of them. (Multiplayer only) Do NOT attempt to kill the Cyberdemon. Avoid it instead. If you still can't complete the level, stop playing on 'Nightmare' skill...

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Unknown date

Played @ UV. Techical part: map contains 40 sidedefs with sector -1, fooling DB2 as well as XWE. I could run it with ZDoom and WO-lines working, but cybie did not activate - also not in the repaired version. Gameplay: overall disappointingly poor, two mazes is too much, and moving ceilings with no idea where to go is not funny. Secrets are very easy to find. Gameplay @ UV is way too easy. A free advice: darkness does not make a not-so-good map better. Overall: 2/5. Succes with a follower map.

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Unknown date

Two mazes in a single map? This is an Academy record! Corny jokes aside, this map is skippable. It's just plain bad.

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Unknown date

Not bad, and has a nice sense of pacing to it. The only issue for me was the blue key section; I'm simply not a fan of crusher puzzles, but, it was well made. The yellow key, not as bad, but, overall, everything was okay. 3-5 - K12

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Unknown date

Typically abstract map design from my brother but this one is surreal, clever and genuinely hard on UV skill level. It also looks polished: most of the lighting and texturing is tasteful although some door tracks should probably be unpegged. Not recommended for maze-haters, but here they are colourful and deadly, unlike his dreary CCOMBS.WAD. I nearly rage-quit at the crushers with 22% health and 10 bullets till I remembered I had the rocket launcher. :)

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  • File Reviews

    • By SilverMiner · Posted
      I feel the taste of 2000s
    • By MuratMikal · Posted
      Это вообще хороший мегавад. Есть некоторые мапс , которые плохи как 03, 17, 31 и 19, и другие, которые очень хороши как 10, 11, 21, 28, 29 и некоторые другие. Это стоит скачать.
    • By Asking4Id · Posted
      A joke wad... and I don't like it.
    • By Spectre01 · Posted
      Long, grindy, and generally low-threat slaughter. Combat choreography is largely absent and the majority of the map is occupied by clusters of the same monster blocking your path. Speaking of blocking, monster block lines are often employed in strange ways, allowing the player to door and hallway camp the enemy hordes. Potentially deadly traps are neutered by frequent invul spheres which enable trivial BFG facerolling. Detailing ain't too hot either, with the majority consisting of monotextured square rooms and hallways. Some cool sector work is present among the minimalism and the scale of the final area is certainly impressive (the 300+ Cacos which take years to float into firing range, less so). If you want to spend over an hour spamming BFG and rockets, I suggest you play (or replay) Cybersky instead by the same author - it looks and plays better. 2/5
    • By Juza · Posted
      Frankly, if you're looking for more Plutonia, this isn't the deal. It's very different, but it's still very good in every aspect. I'd recommend it not for having the Plutonia name in its title, but for being such a good wad in itself.   Being that this was made by a lot of people™, it'd be impossible to talk about how each map performed, but they all pretty much draw resemblance to each other, while also possessing some of the designers' unique quirks visibly into them. Nothing's perfect, so there's a handful of levels that either aren't made for most people or straight up suck (like MAP15, and, arguably, 25).   Every level is challenging, even more so than the original Plutonia ones, though it still possesses Plutonia's design of combat of placing the player between a rock and a hard place in nearly every area, sometimes executed poorly, like trial and error, which can feel unfair.     Visibly beautiful and playfully slaughterful, fitting with its great soundtrack.