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Storage Bay

   (17 reviews)
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4 Screenshots

About This File

aka "I want to be the memfis guy (maybe)".

This is a single map (originally two, but i get out of ideas for this thing) sets into a tech base hidden and carved into a canyon \ mountain and some dangerous toxic waste submerged some part of the place. Watch out for secret sections that will appear from nowhere!

The original title come from the attitude of the mapper mentioned before to post his works at the rythmim of 1, 2 and in few occasions 4 maps in doomworld or other forums, nothing else.

Also, obbligatory based IWAD room in this wad as usual(?) tradition! can you find it?


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geo

  
I like it, there's nothing wrong with it. Short map with a lot of landscape diversity. Indoors, outdoors, overlooks, an indoor toxic waste pond. Lesser enemies that make good use of your shotgun, chaingun and pistol. There's a lot of texture variety to make every area feel different.

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Guest

  
Nice small map (like most works of person mentioned). Expected more from the secret area after such anouncement; may be teleport to that far away building or something cool or unexpected.

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Guest

  
Fairly average map.

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Fonze

  
One of the best MAP01's I've ever played. Full review on DW thread... 9(.5)/10 for me.

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molten_

  
I liked it!

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Jaxxoon R

  
Visuals are sharp with a vivid choice of colors. Corridors are kind of tight but the exclusive use of cleverly placed low-tier monsters makes it a non-issue. Satisfyingly brief, and left me wishing it was just a tad longer.

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Zalewa

  
Nice, short map. Good visuals and a bit of non-linearity but nothing too confusing.

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Doomkid

  
Map is fun, short, and has really nice texturing. Everything looks clean and presentable and the map flows quite well! Great stuff.

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gaspe

  
A pretty sweet and short map!

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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