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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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rdwpa

· 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 InDOOMnesia · Posted
      Love the map's flow. Pretty tough for me (regardless of difficulties), yet it felt just right.
    • By RetMenTos · Posted
      It was fun (technically speaking). I was on the train and I had nothing to do. So I fired up this wad and chugged through a couple of these levels. Special thanks to my good friends iddqd and idkfa, they made this experience bearably amusing.
    • By Never_Again · Posted
      Three levels in three separate WADs (EHD11, EHD12 and EHD14) dated March 31 1994 - 26 years and a day ago. The author, Ed Jankovsky - a student at Northern Arizona University, announced them on the same day in newsgroup alt.games.doom in a thread titled "Try These New Levels!!!"   https://groups.google.com/d/topic/alt.games.doom/VUFq8jK-RxM/discussion   The number of the exclamation marks in the subject reflected the author's excitement rather than the quality of the levels. Even by the standards of the day they were rather poor - Michael Kelsey's STONES had been out for several days already.   The only noteworthy level in this pack is EHD14. It's a 5x5 grid of empty 256x256 rooms, each with a teleporter in the center. No monsters or exit, this was probably meant to be a DM-only board. All weapons except the shotgun are present, as well as some ammo. There are a couple more rooms extending north from the north-easternmost grid cell, but to proceed you need to raise the bridge across the nukage first. The switch is in the center of the grid. Once you get to the northernmost room the things finally start getting interesting.   You can walk out of the map into the void through the north-eastern corner of that room. Then you can go west and circle the map to your heart's content, provided you keep far enough away from the two nukage sectors. You can even travel in the void between the individual grid cells and examine their contents from outside. Once you drop into the nukage sectors extending out into the void the journey is over, however. The nukage won't harm you and you can get back into the map but you cannot get onto the walkway or back into the void.
    • By DoomShark · Posted
      Good wad, Although its an old wad but I really enjoyed playing it.
    • By Denim Destroyer · Posted
      Going Down is hard for me to review because of how unique it is despite being just another Boom compatible megawad. Plenty of megawads exist that have unique themes and brutal open ended levels but Going Down sets itself apart through intelligent use of Boom actions. No two maps feel exactly the same because under the hood they always have something different going on. Walls falling to reveal a new hellish underside, a dark mirrored version of our world, rooms that transform faster than you can blink an eye, and a literal descent into the mouths of hell are just a few of the things Going Down does to stay fresh. Go play it and you will not regret it. 
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