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Oracle...

   (22 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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Argenteo

·

  

Jim Flynn's early magic with S. Harper, puzzles and puzzles. Plasma party on map 03. Watch the oracle for clues.

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Maximum Matt

  

If you're gonna play just one level from the Maximum Doom collection, it's got to be this one.  Massive, varied, unique, incredible 

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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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