Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Doomed Space Wars

   (49 reviews)
Sign in to follow this  

Guest

6 Screenshots

About This File

Doomed Space Wars is a Star Wars-inspired mapset but with mostly Doom enemies and weapons. There are 9 levels divided into 3x 3 level mini episodes and 3 secret levels. At the end of each 3 level mini episode there is a boss. Every map is huge and takes advantages of Zdoom's special features such as 3D floors and reverb. Also there are tons of secrets and a few top secret Easter eggs. The aim for the level design was realism and a dark atmosphere, with huge height variations and a semi linear overlapping progression. I focused hard on lighting and architecture to create a super realistic environment to go with challenging gameplay but there are no slaughtermaps, sorry guys. Also included are 10 exclusive Deathmatch levels.

Also in addition are 9 new monsters thanks to Zdoom's DECORATE feature and also I cannot forget the totally original orchestral soundtrack composed by me with the songs in .mp3 format.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

seed

·

  

"Force may be with you. Always."

 

And thus Doomed Space Wars endeth, played through GZDoom 4.1.3 on UV difficulty. That's one interesting Star Wars themed wad, so let's see what do we have here.

 

Doomed Space Wars is a 12-map Star Wars themed wad centered around fast gunplay and atmosphere. It comes with new enemies, textures, sounds (the majority of which originating from PSX Doom), effects, status bar, intermission screens.

 

The levels themselves are large and complex, but fairly straightforward at the time, with plenty of exploration to do, but not mandatory at the same time, most of which can be pretty much avoided, with good flow and progression. The enemies are well placed, not too dissimilar from the likes of Plutonia or Scythe, requiring the player to act thoughtfully and especially fast. The combat itself is very fun and fast paced for the most part, showing no signs of slowing down at any point. The maps offer a decent amount of resources with some very juicy secrets in places, but managing them well is essential, assuming it is all going to be easy is a costly mistake, and mistakes are punished, but not through cruel or unfun means.

 

The difficulty is the traditional kind, starting easy and getting more difficulty as you make progress in the wad. That being said, the wad does make it clear even from the very first room of MAP01 that some opposition will definitely be faced down the road and it won't be a mere walk in the park with fancy looking levels and poor gameplay, they both go hand in hand in DSW. The wad also make good use of GZDoom effects such as colored lightning which adds extra atmosphere to the levels, and 3D floors. Colored lightning, along with the sound design, add a PSX Doom touch, with the weapon and enemy sounds originating mainly from that port. The enemy count ranges between a few dozen at times, to a few hundred, but goes no higher than 400. After all is said and done, the wad ends with a battle against the Chaos Elemental, and especially deadly version of the Pain Elemental who fires projectiles and with much more health.

 

Perhaps the main flaw of the wad shows in the secret levels, or rather, MAP11. This is because this level is little more than a filler, or, depending on the perspective, an easter egg. It is a PSX Doom styled level, which feels out of place when taking in consideration the rest of the SW-themed maps. Another problem is the fact that some enemies are overused, the Sentry drones are everywhere, by far the most common enemy in the entire wad. Interestingly, it also carries a System Shock 1 vibe.

 

All things considered, DSW ends up as a fantastic SW themed wad. It is obviously a passion project that manages to capture the atmosphere of the movies very well in its base levels, and there's plenty of new things to see in each map to keep you asking for more, and more. The authenticity and detail is surprising on quite a few levels, showing that it goes well beyond simply giving a SW vibe with symbols and textures in its maps and tries to immerse the player into them as well, building an actual, believable world, all while staying 100% Doom, probably the main reason why it does not feature any new weapons, and all vanilla enemies are present, in addition to entirely new ones. It is well worth a shot, even if you aren't too much in SW, a similar story to Pirate Doom. Now grab your light saber and cut 'em droids.

Share this review


Link to review
NuMetalManiak

  

this is quite possibly Paul's most ambitious work to date, with medium-sized levels with proportionate and disproportionate combat throughout the entire set. expect lots of traps, expect arena fights, expect walking on bridges over instadeath pits because this is clearly based off of Star Wars, known for its voids and shit. also expect the unexpected, weird side stuff like the Wolfenstein and Mario easter eggs, this is worth at least one play. best of all these new monsters are all generally well-fitting into the set as a whole except maybe the Afrit, and the Chaos Elemental is a pretty good boss. still very challenging and proves you can have a challenging set without having walls of monsters.

Share this review


Link to review
dylux

·

  

The Good:

 

Jeeez, just about everything!

Stunning graphics – the Star Wars themed atmosphere is just awesome!

Large Maps

Loads of clever Secrets & Puzzles

Great monster placement

You're gonna work for most of the keys

Hardly a Slaughterfest

A few Easter Eggs

 

The Bad:

 

There’s no Doomed Space Wars II

 

In Short:

 

I’ll admit I’m not usually a fan of new monsters implemented into a Doom WAD. And this is why:

The problem is that usually the “new” monsters come off as cheesy, with poor graphics and even worse sounds. Most times, the new monsters don’t fit the theme of the game and that’s a problem for several reasons.

 

But this WAD does NOT have that problem. Mr. C. has created his new monsters into more or less upgrades of the original ones, along with brand new ones, and they all fit perfectly in this game because of its theme. You can tell much work went into creating this entire WAD!

 

You know how in some WADS, you find the final key, open the final respective door and it's usually the EXIT switch (or portal)? HA! Not this game! When you open that final door, that's when you best bring your A game...

 

I had loads of fun with Doomed Space Wars. I just wished it was longer.  

Whether or not you like the PSX sounds is up to you. I personally didn’t mind them.

 

Bravo! Highly recommend.

 

Solid 5 out 5 Stars.

Share this review


Link to review
trrobin

  
A thoroughly enjoyable space themed map set. Great level design, nice monster, ammo, and secret placement, and not too crazy difficulty either. It's yet another great wad from pcorf.

Share this review


Link to review
Dynamo

  
This is a superb mappack, albeit too heavy on monster closets on harder difficulty levels for my liking. But when played on lower skill levels, this not only is one of the best mappacks released recently but also contains some of the best looking maps, fusing together perfectly classic gameplay, good doom architecture and zdoom features. I only wish more wads like this were made for zdoom. 4.5/5

Share this review


Link to review
DoomGuy420

  
the guy below that anonymous below me is a piece of shit and should kill himself

Share this review


Link to review
Guest

  
The guy below me is full of shit.This IS one of the best. 5/5

Share this review


Link to review
Guest

  
I completely agree with Csonicgo. This is literally one of the most unfun wads I have memory of playing. Pick up a key, flip up a switch, get an item, EVERYTHING you do literally results in trap doors opening or monsters teleporting everywhere. It gets tiring after literally 30 seconds. This is meant to be a good wad? People must mistake nice looking levels (which these are) with well-playing ones, which these are NOT, not even in the slightest. 0/5, avoid.

Share this review


Link to review
Guest

  
This is an awesome mapset always love your works would love to see what you come up with next.

Share this review


Link to review
Guest

  
Loved it!

Share this review


Link to review
Guest

  
Well it's his style. And it's not that hard, really. Good mapset.

Share this review


Link to review
Csonicgo

  
Great idea ruined by ammo starvation, lack of health, and numerous monster closets. Stop punishing players for playing your levels by putting everything under a tripwire.

Share this review


Link to review
Guest

  
Great!

Share this review


Link to review
killer2

  
Astonishing mapset! Wonderful detail, wonderful gameplay, great new enemies, great easter-eggs, awesome secret levels to break the monotony of gray. Everything about this mapset is beautiful! Except the "don't do drugs, kids" message...that feels corny and unnecesary and stupid. Ohwell. 100000 stars-1 star=9999 stars, well done sir!

Share this review


Link to review
Guest

  
Fantastic!

Share this review


Link to review
Zalewa

  
It's Paul Corfiatis, what did you expect? Legendary. -1 million stars for stupid Doom64 sounds, though.

Share this review


Link to review
Guest

  
Dark forces in Doom? 5 stars. :)

Share this review


Link to review
NightFright

  
This was more than overdue! I loved Dark Forces with its gloomy setting, and Paul totally nails the atmosphere of that classic and ports it over to Doom. Maps with sometimes impressive dimensions, GZDoom colored lighting support (you really shouldn't play it any other way), an awesome Star Wars-inspired PCorf soundtrack, rewarding secrets, PSX sounds to make monsters sound creepier and lots of love for details in general turn this into one of my favorite Doom projects of 2015. Play it!

Share this review


Link to review
Dododamian

  
Build time "took forever" For 21 months this wad is SUPREME!!

Share this review


Link to review
dg93

  
Excellent maps. Pcorf put a lot a tender, love and care into making this. 5/5

Share this review


Link to review
  • File Reviews

    • By SilverMiner · Posted
      I feel the taste of 2000s
    • By MuratMikal · Posted
      Это вообще хороший мегавад. Есть некоторые мапс , которые плохи как 03, 17, 31 и 19, и другие, которые очень хороши как 10, 11, 21, 28, 29 и некоторые другие. Это стоит скачать.
    • By Asking4Id · Posted
      A joke wad... and I don't like it.
    • By Spectre01 · Posted
      Long, grindy, and generally low-threat slaughter. Combat choreography is largely absent and the majority of the map is occupied by clusters of the same monster blocking your path. Speaking of blocking, monster block lines are often employed in strange ways, allowing the player to door and hallway camp the enemy hordes. Potentially deadly traps are neutered by frequent invul spheres which enable trivial BFG facerolling. Detailing ain't too hot either, with the majority consisting of monotextured square rooms and hallways. Some cool sector work is present among the minimalism and the scale of the final area is certainly impressive (the 300+ Cacos which take years to float into firing range, less so). If you want to spend over an hour spamming BFG and rockets, I suggest you play (or replay) Cybersky instead by the same author - it looks and plays better. 2/5
    • By Juza · Posted
      Frankly, if you're looking for more Plutonia, this isn't the deal. It's very different, but it's still very good in every aspect. I'd recommend it not for having the Plutonia name in its title, but for being such a good wad in itself.   Being that this was made by a lot of people™, it'd be impossible to talk about how each map performed, but they all pretty much draw resemblance to each other, while also possessing some of the designers' unique quirks visibly into them. Nothing's perfect, so there's a handful of levels that either aren't made for most people or straight up suck (like MAP15, and, arguably, 25).   Every level is challenging, even more so than the original Plutonia ones, though it still possesses Plutonia's design of combat of placing the player between a rock and a hard place in nearly every area, sometimes executed poorly, like trial and error, which can feel unfair.     Visibly beautiful and playfully slaughterful, fitting with its great soundtrack.
×