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Plasmaplant

   (13 reviews)
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5 Screenshots

About This File

Plasmaplant was originally a "plasma and pistol only" idea for my now venerable Cabal series, and so the map is based off an almost 20 years old paper sketch. I changed the layout and style but kept the central gameplay ideas.


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Cacodemon9000

  

Good thing here is unique architecture and visuals, nice work with lighting and shading, and it worth playing only for this. But gameplay is annoying as hell: shitloads of stealth enemies including chaingunners, arcviles and mancubi, lack of ammunition (at least on UV), teleport traps on each step, hidden chaingunners and shotgunner in barely visible holes and stupid run against insanely fast conveyor at the end of the map.

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NuMetalManiak

  

if I were to describe overall gameplay, it would be chaotic, but not in a Hell Revealed manner. it's chaotic in that you will spend a lot of time in that blue area, when you step on things they can sometimes reveal monsters which come into the area, and you are always on your toes because you never know which monsters spawn in and where. the tiny windows are honestly annoying, as is having to wait for the 30-second bars to raise up for each switch press so I can reach the blue key. the room with the piano and the curtain was very, very well made and I liked that. that exit though, is absolutely horrible. why make it next-to-impossible to actually reach the exit with an annoying conveyor?

 

there's a lot to this, plenty of gimmicky gameplay and blue design that makes this one hell of a unique map, but sometimes the negative aspects get in the way. on the other hand, it's hard to tell what outweighs what more.

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joepallai

  

Wow, so that's how it's done.   Sverre Kvernmo has made a masterful expansion to his original ideas used in Time Gate (Map05 of Eternal Doom).  This is a work of art that plays well.   The level had me running for my life, looking for ammo and wondering where the next attack was going to come from.  The stealth enemies were vicious and well used.  The secrets were well earned and clever I thought.   I loved the piano room-just beautiful.  The overall experience was outstanding, though hard.   Well worth it.

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Zalewa

  
This is certainly a work of art. The unique blue architecture combined with nice shading and trypophobia walls create an eerie level that looks fascinating. At first. UV is unplayable - you get overrun and run out of ammo. HMP with double-ammo is doable, although still stressful with stealth enemies nibbling at you from unsuspecting directions all of the time. There's also some switch-hunting. Looks like the looks alone gave this WAD a Cacoward. I can't enjoy it.

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Guest

  
Hmmm, I really like the detail of that hallway light stuff. Looks laggy though, oh well. ~2/5

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Guest

  
An interesting and weird map in blue colors with hard and sharp contrast-lighting. Not easy and it is unfair here and there due to hidden shotguners and stealth monsters and I could not get to the exit (- why?) But it is a cool sureal concept where the exploration part kept me on my toes.

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Guest

  
Very weird level. Basically you walk through some dark blue underground cages with wall holes looking like submarine portholes filled with weapons, ammo, enemies or switches. Overall it feels like a TOC. I didn't like the confusing gameplay (UV) at all, you're just walking around while not knowing what to do, where to go, and being slaughtered by invisible monsters heavily. And the last part with the VR50-speed moving floor is plain boring. Despite that, solid 4* for the shown ambition, effort & care.

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