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Oracle...

   (20 reviews)
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About This File

A large alien base has been discovered by a Scout and Survey team in the Regulus Cluster on a close Terran analogue. Sensor readings show possible traces of a highly advanced technology. You've been assigned the job of exploration. Relax! Fleet Intel reports that it's 99.999% likely that the base is unoccupied and probably friendly (yeah,right!). You won't be allowed to carry any weapons in but your pistol... as usual.

FI also reports that sensors show five areas adjoining the main plaza, and suggests exploration counter-clockwise from the southeast. Some security gates and devices do seem to still show energy flows... strange. You will beamed into one location showing some anomalous energy readings.

By The Way - you wouldn't want to upgrade your insurance plan now - would you?


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Meril

·

  

Very big, a lots of exploring. For 95 very good design. In monster placement a bit overuse of changunners. Overall I recommend to play

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NaZa

  
Incredible, amazing, huge, 1995... did I miss something?

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Guest

Unknown date

  
Simply amazing, like all of Jim Flynn's wads.

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Guest

Unknown date

  
Amazing, loved Jim Flynn's works ever since I tried his master levels. Incredible work, really.

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Guest

Unknown date

  
Not my favorite wad......it just feels too random and as the reviewer below states "dumb luck plays a part". With all the to'ing and fro'ing you have to do perhaps it should have been called yo-yo!!!!!

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Guest

Unknown date

  
Fucking amazing for a 1995 wad, but it took me an hour to beat the map. It's way too confusing on the first playthrough because dumb luck plays a part in finding everything. Also, it's pretty ugly and the second map is awful. Still, this is one PWAD you NEED to play! 4.5/5

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Guest

Unknown date

  
At first it was cool to scavenge for weapons amid cacos and barons in map02, later it got easier but it was still OK, then... TIME SUCKS. After wasting quite some time searching, I had to cheat with DB to understand how to get get to the yellow bars, with that multi-destination tele. Way too obscure and luck prone: may be OK for the 2 secrets but not for that. Same goes for the rising ground at the start of map03. I ran around like a wacko hitting use till the switch appeared. [2/5] ~Chain Mail (08/2011)

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Guest

Unknown date

  
aw hell yeah, Jim + Scott = doomgasm. found all secrets but missed 3 monsters and couldn't figure out how to get to the yellow skull doors.

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Guest

Unknown date

  
Awesome wad

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Guest

Unknown date

  
Five stars. This is incredible for 1995, still pretty good nowadays. It's a very large and intricate level - vast for the time - and there's a lot of wandering about, but I was never bored. It's packed full of ideas and simple design tricks, and although the look is a bit old-fashioned it impressed me no end. After exploring for what seemed like ages I was still finding new bits. There's a second map, but it's overshadowed by the first.

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
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