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.

Botanic Biosphere v. 1.1

   (16 reviews)
Sign in to follow this  

Guest

8 Screenshots

About This File

A botanic station on a recently terraformed planet has been invaded by demons. Quite a big level with many areas to explore, with wide use of 3d floors.


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

Zalewa

  
Good wad, although could use a lot less hitscanners. They're annoying when hidden behind so many obstacles that are transparent to their hitscan weapons at the same time. What it lacks in gameplay it makes up for in visuals.

Share this review


Link to review
Guest

  
Great fun and great level designs. A great marriage of classic Doom design and 3-D architecture. Sniper positioning is particularly cruel--watch your back!

Share this review


Link to review
Guest

  
tree sprites are from real-tc...

Share this review


Link to review
Guest

  
really cool map. had good flow and progression. Some of the traps were kind of cool. Abundance of ammo though. 5/5

Share this review


Link to review
Guest

Unknown date

  
Large sort-of adventure map. Good layout, great texture use, very good use of 3D floors. Highly applied decoration very adds to it's ambiance, but also makes the map a bit repetitive due to its size. Gameplay @ UV is good, but not very special; kudos for not ending with the usual cybie(s) fight. Note: only bugs found are a few HOMs and a badly moving platform, which is excellent for such a large level. Overall: solid 4/5, very worth a play.

Share this review


Link to review
cs99cjb

Unknown date

  
The first map with 3D floors I've actually enjoyed and the first that might make me consider designing for ZDoom. In other respects the design is solid and classic with near-flawless texturing and lighting. The map is huge with unique and memorable locations. Early gameplay can be frustrating because of miserly health and lack of weapons but it's well worth persevering. Completed in 43 minutes. Great work.

Share this review


Link to review
glenzinho

Unknown date

  
Great use of ZDoom features without going overboard. Repetition is a minor issue. Monster placement and a few of the major battles could be refined a little, but it was a wonderful and enjoyable adventure. Not deducting points for the HOMs although it would be nice to see fixed.

Share this review


Link to review
Guest

Unknown date

  
Great level

Share this review


Link to review
Guest

Unknown date

  
The layout is beautiful, but the gameplay seems to be cliche - get all 3 keycards, kill yet another wave after picking up each key...

Share this review


Link to review
Guest

Unknown date

  
Right purty!

Share this review


Link to review
Guest

Unknown date

  
Wonderful level

Share this review


Link to review
  • File Reviews

    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
    • By Argenteo · Posted
      Dario Casali siege-carnage adventure. There's maybe a thousand monsters in here, so better find those weapons and start to think how to digest it all. Watch out for those nazi ghost. Built time about two. Funny.
    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...
×