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Bricked

   (13 reviews)
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6 Screenshots

About This File

A small, 15 minute-ish single level wad I made as something more simple after making Tekbase.

Supports Deathmatch as well.


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baja blast rd.

· Edited by rdwpa

  

In Bricked, Rhys does nothing offensive. Over 10-20 minutes of play, depending on pace and completionism, you can expect fair and balanced combat, and a gradual ramp-up through the arsenal and bestiary, starting at the bottom and settling before the BFG and big bosses come out. I'd describe the dominant theme as "stock brown," with help from assets like computer panels, the silver starbase cluster, and CEMENT (the bathroom tile suite).

 

Having played many user maps, I've seen a lot of all of this before. It's okay, but little stood out. I liked the fighting most in the larger spaces, which allowed me to go out of my way to get numerous factions infighting. Interactive triggers like lifts and stairbuilders and optional switches are more common than average, and they are used smoothly (which is important, because extra machinery is simply a detriment if it's awkward and inscrutable).

 

Note: though the tally lists eight secrets, two are errant flags on a window sill. 

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Trupiak

  
Very good map

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Guest

  
good map

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Zalewa

  
Very basic design of room-corridor-room connections. There are height variations and non-linearity, but everything seems a bit too abstract, much like Doom 1 E1 levels. This is a properly done WAD in every aspect, but nothing more, unfortunately. Difficulty is moderate.

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Guest

  
^ IMHO far from carefully designed. Basically this is a collection of more or less rectangular scenes. No architectonical interesting parts, texture use and detailing are spare. It's not really bad, but it's simplicity made me yawn. Gameplay @ UV is uninspired, predictable and repetitive almost to the max. Overall as-is at best meh, but it could have been 2* better when more care had been given.

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Memfis

  
Carefully designed level indeed. The combat is quite unimaginative though: the only exciting fights were the ones with arch-viles, the rest seemed trivial and a bit boring to me. I would recommend experimenting with more interesting gameplay situations: crossfires, ambushes, etc. Played with the music from TNT map05 for atmosphere.

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Gunsmith

  
It's a nice medium-sized level. Good design. I haven't seen any bugs, even misaligned textures. I assess this level in 5 stars

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  • File Reviews

    • By erzboesewicht · Posted
      Really good puzzle map in a big dark metal/stone building. It catches the atmosphere of Bob Evans' Eternal Doom stuff, and I think there are even some homages to some other Eternal Doom maps as well (for example, the big two-layered outdoor area looks a bit like the "amusement park" in MAP26).   In my experience the puzzles were a bit easier than in "Silures" or "Excalibur", but it's possible that having played a lot of puzzle map stuff since I played Eternal Doom, having played through the whole canon of Bob Evans and Jim Flynn, and liking to search for Doom secrets in every map has made me recognize certain tropes better. The puzzles I liked most were (the spoilers only give minor hints):
          Gameplay is good too, at the start ammo is scarce so the chainsaw and berserk are your friend, and midtiers say hello from the start on, but hitscanners are the biggest threat. Rockets should be saved for archviles until you find the first larger cache.   9,5/10
    • By Somniac · Posted
      Fun, challenging set of maps that looks much better than you might expect for the time it was made. These maps will still slap you around a bit on HMP if you're not staying sharp. The author is fond of Chaingunner ambushes which keep you on your toes. I didn't find the SSG until around MAP05, which was cool, I like when its not given out too early. Pistol-starting the last two maps is pretty tough, but doable.   The map designs do a really good job of letting the player see crucial areas from different angles through progression and the layouts are really tidy overall, and feel a bit more modern than a lot of other 94/95 maps I've played. There are some really nice large-scale vistas (like the start of MAP06), nice uses of verticality and a good mixture of tight and more open combat.   Recommended!
    • By Darman Macray · Posted
      Spectacular visuals and engaging combat make this an absolute must play. There's a puzzle with a "Shoot the thing" answer that kind of comes out of left field and can be an easy place to get stuck if you're not on your toes, but that hardly stops the map from being a thrilling masterpiece.
    • By Darman Macray · Posted
      E3M9's refrain of back-tracking to a church for keys is a little tedious, and there are a few moments where things can become a frustrating key/switch hunt as you figure out what to do next, but aside from that, this an intense and rewarding adventure with beautiful lighting and architecture.
    • By JKWAD · Posted
      This actually Reminds of Me Epic 2
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