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.

The Catacombs (release 2)

   (4 reviews)
Sign in to follow this  


About This File

Centred around a tiny, winding, ever- changing system of tunnels. The difficulty levels are intentionally easy; in the future this WAD will form the first level of an episode replacement for Doom I. However, there are lots of puzzles to make up for it. --- Changes in release 2: Fixed ceiling height of first teleporter. Rotated step texture in exit room. Added a Supercharge, but you have to know where to look. Texture realignments and replacements. Changed light levels in dark room to be more realistic.

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


Unknown date

In addition to post #1 (not me): nofi, but is this yet again another experimental level made in 1994 (or lookalike)? At least it shows all the bad symptoms. All. So please guys, PLEASE stop uploading all this old sh*t, it does not have any additional value now in 2014, you're waisting everyones time. 1/5 because in 1994 we didn't have decent wad editors as we have now.

Share this review

Link to review

Unknown date

The lack of actual texture changes, and the absence of any sort of lighting on certain sectors, makes this WAD very difficult to play, especially when judging what direction you're facing, relying you to use your mini-map for most, if not all of the WAD. I can praise the small ammo pickups and lights in the ceiling towards the end, but, that's about it. 1-5 - K12

Share this review

Link to review

Unknown date

Ironically this is one of my brother's better-implemented maps but few areas break the seemingly-endless monotony of narrow and winding brown tunnels, so there is little sense of achievement or progress because each tunnel unlocked is indistinguishable from the last. The only enemies are imps and former humans so it's a breeze even on UV skill level.

Share this review

Link to review
  • 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.