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Explorer: Ruins of Baevon

   (7 reviews)
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During the events of Doom-II, a marine (not Doomguy) got trapped in hell.


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Zalewa

  
This map tries to imitate a real-world location but fails at doing so. Too spacious and too rectangular. Visual details are non-existent, apart from some texturing. Too much backtracking. At least fights aren't tedious, but they provide next to no challenge. A poor WAD.

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Guest

  
Large but poor map, could have been built in 1994 due to its flaws: poor and overly simple layout, simple texture use, almost no ambiance, and almost completely uninteresting gameplay. Because of the effort, @ author: size does not matter, but ambiance & gameplay do - this is just too simple. You might consider examining some good levels, try to rebuild some interesting scenes, and then start a new map varying on that. It will improve your mapping skills. And use beta testers. Success!

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Guest

  
Giving it a 2 as it's a clear a fair amount of (quite misguided) effort has gone into this.

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Guest

  
A sluggish level with an extreme excess of ammunition consisting of a giant open area and some 1994 caves. I liked the Zdoom touches but they cannot save a level like this.

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Guest

  
Bad map. First of all, it won't work with "Any limit-removing sourceport". There is swimable water, particle fountains and apparently you need to jump, so use ZDoom-based stuff. Monsters are placed so you can run past all of them as you have no reason to fight them. Design is squareish, little to no detail. There are some random splats of detailing like cracks in ground and that's it. So there is no gameplay that would interest anyone and nothing to look at. Avoid.

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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.
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