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Reconstruction/Decomposition

   (26 reviews)

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4 Screenshots

About This File

A silver spaceship with custom textures. Loosely based on Termination by mrthejoshmon. The second map in the wad is just a small "outro" level.

This is version 4. For a changelog see the CHANGES lump inside the wad.


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NuMetalManiak

  

while it's only one level, rc-dc provides a somewhat chilling experience, even for those who have played similar levels. right off the bat, the monster count is relatively low, but the atmosphere is nailed, having to take an alternate route at the start, eventually roundabouting until you get your desired key while fighting off some opposition. then shit starts to warp, you find yourself in completely different places when you approach other ones, and then there's some bigger fights, like with the mancubi and the arch-viles, along with a few stragglers who get resurrected, and it's in these locales that you start seeing scenery shifts that blend in real well. it culminates in a rather textbook cyber fight, but the experience of playing rc-dc is worthwhile.

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Jaska

  

Very good atmosphere. Cool textures. Liked the gameplay (not too much the archviles though).

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Aquanet

  
Gorgeous

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Bob Barker

  
Great gameplay, textures and atmosphere.

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glenzinho

  
Great style, more please!

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Bowshock

  
This level is fantastic. If you enjoyed Doom 64, you will love this. Highly atmospheric, made me jump a few times. Incredibly surprised that this isn't more popular. I would kill to see more maps like this. The ending was more of a 'holy shit run' than anything.

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Guest

  
pretty good stuff here. 4/5. I think a small series of maps could be made around this.

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Guest

  
Nice design and atmosphere. I liked the gameplay. The arch in front of the fan was great. I'll give it 4. -TRRobin.

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Guest

  
Pretty great stuff here. Detailing is very good, and compliments Doom's artstyle, rather than looking out of place. The horror atmosphere worked, too. Its succeeding at what Hellbound tried and failed to do. Would love to see more like this.

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Guest

  
Masterpiece.

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Guest

  
@ ^: Masterpiece? Hmm... Pros: lots of work, shown skills, nice textures and detailing, on places great ambiance. Cons: overdetailed, too dark, empty rooms, too many snipers, awful monster popups, and monster placement making gameplay @ UV maybe hard but soon boring. Not updating large parts of the automap is IMHO an absolute no-go. And MAP02 clearly is a WOT. Overall: 4* for the effort and the shown skills, 1.5* for gameplay, and as-is not interesting enough for a replay. Maybe version 5 changes this...

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Guest

  
I am quite surprised at the 0-star rating. This level is not perfect; it is unusually easy (I never went below 100 health on Ultra-Violence) and more linear than it looks. It does have a great distinct style, cold and dark but without difficulty seeing anything you actually need, and with sparse encounters (though the enemies were far too weak for this style of gameplay until the very end).

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  • File Reviews

    • By Roofi · Posted
      A strange huge manor to explore with some sexy secret pics and many baddies. I didn't found this level really fun to be honest but it has many creatives ideas for a limit-removing map and a very obscure progression. Totally not recommaned for beginners because of the mandatory sr50-jumps and very limited resources on UV. PPPP has many vanilla tricks , especially the deep water effect when you walk in the water.   Detailed review : http://doomfrance.forumactif.com/t3832p50-boom-eternal-slumber-party#139129    My UV saveless demo (must be launched with ESP.wad) : DEMO    
    • By Roofi · Posted
      Grime looks like a more hellish version of Scythe 2's map 25 mainly because it uses an altered and darker version of the music "Intolerance" from Seiken Desentsu 3 and it was heavily inspired from Scythe 2 Map 23-25 . I actually found Grime way easier than Erik Alm's map . The health and ammo were indeed quite plentyful and above all Grime doesn't have those annoying and overpowered space marines. Inversely , Grime has more high-tier monsters but you can make them easily infight.   It doesn't figure among my favourite maps from Death-destiny but that remix of "Intolerance" is fucking awesome. :)   Detailed review : http://doomfrance.forumactif.com/t4688-review-maps-de-death-destiny#140845   My UV saveless demo : DEMO
    • By Roofi · Posted
      A tough speedmap made by Death-destiny with many questionable textures choices but I really enjoyed the moody atmosphere thanks to the music. However , this map is not as tough as others death-destiny's works even if a lot of monsters encounters happen in cramped spaces.   Detailed review : http://doomfrance.forumactif.com/t4688-review-maps-de-death-destiny#140845   My saveless demo done on UV: HERE
    • By Roofi · Posted
      Clearly not the best work from Didy but a good level after all. The map is short and has no secret. The totally brown techbase and the brown landscape were not really memorable but I loved the beach and the underwater area near the end. The gameplay frustrated me a bit because of the abuse of sniping enemies at the beginning and the also the lack of armor. UV-max is impossible too because an enemy is stuck.   My usual french detailed review : http://doomfrance.forumactif.com/t4690-review-maps-de-didy#140928   FDA Demo : Here
    • By NuMetalManiak · Posted
      apart from the maps in Dark Resolution 2008, I really am not familiar with Death-Destiny at all. when I played this, well, I gotta say this is one peculiar map. a lot of maps got inspiration from one of the most memorable maps ever, which was BPRD's The Mucus Flow, but this one is perhaps the most inspired by it. the way things are laid out here makes it feel like an unofficial sequel to that level, ammo depots and weapons that require keys, continuously respawning enemies (that if you can find a certain secret, you'll crush all reinforcements completely), and the overall design.   this is a very rough level though, one that certainly shows in how difficult it is. the respawning enemies are in red zones, and this includes a turret embankment with a cyberdemon, another with a spider mastermind, and several other ones, many of them being imps. the idea of Disturbia apparently has you going through the level finding each individual key, then removing the next barrier and moving on, getting progressively harder until you finally "disturb the land", then you backtrack, fighting off big hordes of enemies until you go through this huge mouth, this is where the exit will soon loom, but there's several arch-viles along with a couple or so cybers to contend with before making the land calm again, with that final switch being the swan song for this map. it's quite a creative premise, too bad the level is insanely tough and tedious to pull through so I have to dock off for that.   also, I hate to say it, but this chaingun is ugly as sin and is too large for its sprite. yeah, liking the doubling of ammo and fire rate, but Valiant's super chaingun was much slicker than this. it also has a weird sound. having no SSG or shotgun (or even shotgun guys) was an interesting touch, but it doesn't really make the level better.
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