Project: Recovery

   (6 reviews)
Sign in to follow this  
Followers 0

Author

Eric Sambach

About This File

A base has been lost and now it's your job to recover it. One hint, every big weapon is protected by large monster(s).

Credits

Mr. Nobody

Base

New level from scratch

Editors Used

Waded v1.37

Bugs

???




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

  • 3
  

Very rectangular design, some misaligned textures. In another hand, monster placement is clever, except final cybie in small courtyard. Overall medicore, gived some fun.

Share this review


Link to review

Unknown date

  • 1
  
This is dated February 1995. The flat, outdoorsy bits reminded me oddly of Rise of the Triad; it's like that game but with the novelty power-ups taken away, i.e. tedious. There's a lot of action, but it's boring. The level is a rote switch-hunt, with texture errors that look like secrets but aren't, and well-aligned textures that are secrets. Gameplay involves navigating square corridors until you have flicked a dozen or so switches the end.

Share this review


Link to review

Unknown date

  • 5
  
2/3 rating? omg, guys above - go to review cjw maps! this is quite good map, with simplistic look and pretty well gameplay. 4+1.

Share this review


Link to review

Unknown date

  • 2
  
The look is pretty dull but not real ugly. It has some playability, but there are 2 or 3 unmarked lifts and switches that you have to activate to complete the level, and as far as I can tell some of the secrets have no hint of where they are.

Share this review


Link to review
  • File Reviews

    • By Nems · Posted
      I see the phrase "mixed bag" a lot when it comes to describing a lot of megaWADs. Hell, I've probably used the term a few times myself. However, I try to reserve it for when it truly is such.   This megaWAD is really one of those cases. For every good map in this megaWAD, there's one or two that just absolutely take the piss. If it isn't some kind of technical fuckery that can make some maps unbeatable and force you to start all over again, it's maps that well overstay their welcome with some of the most wonky and convoluted progression I've encountered. A big "fuck you" goes to map 21 for devolving into a switch hunting clusterfuck if you're trying to play the damn thing correctly. Otherwise, do like I did, say "fuck it", and jump across the gap to the exit door instead of finding all of the switches to raise the floor high enough to go across.   It's certainly possible to play through the entire thing and beat it. How much you'll want to will depend on how forgiving you are when it comes to the stuff I pointed out in my last paragraph. I guess play this to see what mappers can do with ten sectors and then decide for yourself if it's something you'll want to come back to.   I know I'll come back to this but it'll be a while, at least until the bad taste of map 21 goes away.
    • By Zalewa · Posted
      I believe this pack sets a new standard for this series - this is the best one with all maps pulling through. Maybe I wasn't fond of the endless "Living End" tributes, but the maps are nicely twisted to not feel like a repetition of the old map.   Some maps can be lengthy, but the entire pack shouldn't take an hour to beat. Difficulty is moderate.
    • By trrobin · Posted
      Excellent re-imagining of Doom II's last episode. Some levels are noticeably close to their originals but with so much more detail and depth to them. I thought the gameplay was really good too. Amazing all around.
    • By xvertigox · Posted
      The map description states that Haruko tried to express his depressive feelings through the texturing and that came through. The dim lighting and midi went a long way in helping it to sell the depressive feeling.   The geometry was solid with some particularly nice detailing here and there but the actual layout was really good. The central hub worked well with keeping you on track.   The monster placement was on point and led to interesting fights - particularly the ones involving archviles. I really found the difficulty to be just about perfect on UV.   The crescendo at the end worked very well where it was tough but understandable and beatable. At first it's a chaotic mess of monsters, archviles and an Icon of Sin but as you work your way through the madness it starts to make sense.   It takes care and attention to try to express something as abstract as an emotion (other than rage) through Doom wads and I think Greymood did that with the gameplay to back it up. I'd be interested to hear from Haruko if any particular set-piece or element was representative of anything.
    • By dmg_64 · Posted
      Great re-imagination of Doom 2, the levels look and play good with each having they're own theme and / or different progression style, keeping things fresh, definitely recommended.