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Innocence: The New Technology

   (19 reviews)
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5 Screenshots

About This File

A 9 level wad for Doom II. This is a project by Team DIS; made up of Jazzmaster, Jimmy, PRIMEVAL and Blindspot Software. This mapset was done in the spirit of TNT: Evilution.

Mapper Credits Map 1-2: Jazzmaster Map 3: PRIMEVAL, Jazzmaster MAP 4-6: Jazzmaster MAP 7: Jimmy MAP 8: Jazzmaster MAP 9: Blindspot Software, Jazzmaster


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Gallic00

  

Another good mapset.  Maps were slightly larger than the previous innocences.

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NuMetalManiak

  
that was cool

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Guest

  
3 stars.

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Guest

  
The ratings above mine are honestly WAY too high. I dunno if these are all bros giving their friends a pat on the back or what, but most of these maps are pretty average. There's nothing too hideous here, and the gameplay is ok, but I see a lot of 5-star ratings being given for a wad that isn't even in the same universe as a truly legendary wad(AV, Eternal DOOM, etc.). 3/5 stars.

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Guest

  
First of all, I suspect an error in the text file. The author for Map07 was not given, don't know if this was an accident or not, but looking at the design it seems quite clear a different author made Map07. I bet Map07 was Jimmy's, not Map08 as the text file claims. Anyways, the maps are all decent (3-3.5 star material) but Map07 is excellent and bumps the score up to 4. Worth looking into overall, and definitely you don't want to miss Map07.

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Guest

  
I enjoyed the other previous entries so I knew this had to be good. I wasn't disappointed in the least. Hope to see another one of these soon.

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Guest

  
Splendid work chaps. Would be very eager to play more from your team, bravo! 5 stars from me. -TRRobin.

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Guest

  
wow, just wow! great to see zdoom effects in mostly OS theme maps. This whole thing is a blast.

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Guest

  
Works for me.

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Guest

  
Almost TNT's!

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Guest

  
Wow this stuff is impressive. It's clear a lot of hard work went into this. Download and see for yourself.

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Doomkid

  
Simply put, this is awesome.

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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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