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   (9 reviews)
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6 Screenshots

About This File

Doomguy can't stay focused, always having visions of an underground cavern with beautiful, shimmering, red and blue walls. Will he go back to work or drop everything to find the location of his dreams?

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it's only really a challenge for 100% players, where everything is connected with confusing passages and there are few supplies at the disposal. secret hunting does the trick quite well. super strange map.

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I made this and refuse to explain it to anyone who can't repay imagination with indulgence tbh

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Nicely detailed map ruined by poor monster and item placement. This would have been great if you were given a weapon while you solve puzzles in the beginning part.

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I can finish this in 51 seconds without firing a shot. No monsters, just a perverse maze-like place full of big fencing and big computers. Why is the blue key next to the blue door leading to the exit? I can't tell whether this is an elaborate joke, terrible map design, or it simply doesn't work properly in ZDoom.

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Medium-sized map with about average layout, texture use & decoration, and overall slightly below average ambiance. It has potential, but sadly the spectacularly poor monster placement ruins the gameplay completely. Understand that if some monster placement makes good gameplay, placing more monsters and removing weapons & ammo not automagically make gameplay better. As is the case here very clearly. It's a pity.

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Insanely difficult. But nice detailing...

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I finished it without shooting once 10/5 best new wad.

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  • File Reviews

    • 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...
    • By Argenteo · Posted
      Amazing episode, some custom decorations and good care to lights and shadows. I like how he uses the playing space (wide corridors) and how it affects the combat. Despite her beautiful voice, you gotta kill her. Burning trees.
    • By aargh · Posted
      Nice, tight level design. E1M8 was an amazing puzzle map.
      It's surprisingly difficult for a Doom 1 WAD, but for wrong reasons: constant ambushes, monsters teleporting right behind you. Also, there is a serious lack of medikits. Fights with 5 % health and hitscanners all around are common.
      Still, it was quite fun.
    • By northivanastan · Posted
      Seriously underappreciated WAD. If you've played the Japanese Community Project, Manbou (burabojunior) was the most prolific contributor, and without his nine maps, the JPCP wouldn't have the same reputation for fun and artistic flair. He announced Water Spirit in the text file for JPCP, and released it a year later. These are three somewhat challenging maps with high enemy counts and visuals even more stunning than his JPCP maps. Manbou is probably my favorite visual artist in Doom. My only complaint is that the PWAD as a whole is really short, consisting of only three maps that are about ten minutes of gameplay each. It leaves me wanting a lot more.
    • By Argenteo · Posted
      Big non-linear tech-base with no music replacement (D_running ad-eternum).
      I know there's a more polished version in an unfinished megawad, with a lot better combat and navigation. Cool idea, not sure about the execution. I recommend playing the reworked one.