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Prototype

   (12 reviews)
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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.


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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.

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ArmouredBlood

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

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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).

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Salt-Man Z

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

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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.

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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.

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Guest

  
Pretty darn good!

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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*.

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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.

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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.

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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.

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  • File Reviews

    • By Argenteo · Posted
      Amazing episode, some custom decorations and good care to lights and shadows. I like how he uses the playing space (wide corridors) and how it affects the combat. Despite her beautiful voice, you gotta kill her. Burning trees.
    • By aargh · Posted
      Nice, tight level design. E1M8 was an amazing puzzle map.
      It's surprisingly difficult for a Doom 1 WAD, but for wrong reasons: constant ambushes, monsters teleporting right behind you. Also, there is a serious lack of medikits. Fights with 5 % health and hitscanners all around are common.
      Still, it was quite fun.
    • By northivanastan · Posted
      Seriously underappreciated WAD. If you've played the Japanese Community Project, Manbou (burabojunior) was the most prolific contributor, and without his nine maps, the JPCP wouldn't have the same reputation for fun and artistic flair. He announced Water Spirit in the text file for JPCP, and released it a year later. These are three somewhat challenging maps with high enemy counts and visuals even more stunning than his JPCP maps. Manbou is probably my favorite visual artist in Doom. My only complaint is that the PWAD as a whole is really short, consisting of only three maps that are about ten minutes of gameplay each. It leaves me wanting a lot more.
    • By Argenteo · Posted
      Big non-linear tech-base with no music replacement (D_running ad-eternum).
      I know there's a more polished version in an unfinished megawad, with a lot better combat and navigation. Cool idea, not sure about the execution. I recommend playing the reworked one.
    • By northivanastan · Posted
      Would be a 4/5 if it weren't for the last stretch of levels (maps 20 onward) which are absolutely fantastic.   The levels are quite short, but combat is really challenging, especially if you try to get all kills (which I didn't). I think it leans a bit too much on ambushes in some maps, but thankfully there are concept maps like Gladiator, 200 Mega Hurts, and Demonology to prevent things from getting boring. That each level flows into the next, through the elevator (and sometimes other things), is a really nice touch. The visuals are probably the best possible with vanilla textures, and the music, while difficult to listen to, is perfect for this WAD's "chaotic evil" style. It's a WAD worthy of its author, the master of chaos Cyriak Harris.
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