Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Prototype

   (12 reviews)
Sign in to follow this  

Guest

6 Screenshots

About This File

Episode 4 is my favorite episode of Ultimate Doom, so I decided to start making my own mapset for it. I originally planned to make all 9 maps but unfortunately work got in the way, so here we are with 4 (Technically 5) maps.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

cs99cjb

  
The first two maps are alright but a bit of a slog. The 2nd map is the weakest but it's worth persevering; this WAD hits its stride on the 3rd and 4th. Most took me about 9 minutes. It's easy to get cornered by a horde on map 3, which was the first to get my pulse racing. The next is intricate but never cryptic. Unfortunately Cacodemons and pop-up monsters are overused. Lighting and texturing quality is consistent but never spectacular. Some nice room designs but it's mostly spartan. Interesting secrets.

Share this review


Link to review
ArmouredBlood

  
Some short, solid, but not spectacular maps for Ultimate Doom in the style of e4. Worth a look.

Share this review


Link to review
NuMetalManiak

  
nah it's not good. very strange layouts that actually aren't too bad, it's just that overall combat is not enjoyable. E4M1 in particular you rely entirely on the chaingun which isn't that good (although there's a shotgun in a secret at the beginning).

Share this review


Link to review
Salt-Man Z

  
Loved this set! E4M4 in particular is an absolute rush.

Share this review


Link to review
Zalewa

  
The action is pretty tense, but the maps somehow don't feel right. They feel weird and they're cumbersome to navigate. There's some tediousness with fighting hordes with puny weapons, but it's not much and you do get plenty of rockets to deal with tougher enemies. I'd say this isn't a bad WAD, but I was more annoyed by it than enjoyed it.

Share this review


Link to review
Guest

  
Mixed bag. Some of the levels are good (like E4M4) while the middle two maps in particular are not as good and seem like not as much thought went into them. An appreciated release nonetheless, there's enough here to justify putting out what was finished.

Share this review


Link to review
Guest

  
Pretty darn good!

Share this review


Link to review
Guest

  
Sort-of slaughter attempt. Map45 is clearly a joke. Maps 41-44 are built on crampedness, darkness and/or fog. Having said that, 41 & 42 basically don't look that bad, but the others are simply not good. Fights @ UV are generally based on FH & imp snipers, and popups of a lót of cacos. A few barons add to this. Overall terms like predictability, variationness and boredom describe the action which was supposed to be called gameplay. 1* + some extra for the effort makes a very small 2*.

Share this review


Link to review
geo

  
This is a pack of 4 levels with some sort of special 5th that I assume you're supposed to die. What makes it rare is the vertical of a lot of it. Lots of mountain walls, arena pits, falling into caverns sort of thing. Overall the levels feel creative for one reason or another. Caverns look good and detailed.

Share this review


Link to review
Guest

  
Awful action all around, shotgunning hordes of cacos and barons with just your shotgun and chaingun is no challange, just tideous action, the only good map is E4M4 and it's the last one.

Share this review


Link to review
Armaetus

  
These have a good E4 feeling with the mix of rock, GSTONE and WOOD textures, not to mention the difficulty is near or on par with id's episode.

Share this review


Link to review
  • 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. 
×