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Doomed Space Wars

   (48 reviews)
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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.


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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.

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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.

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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.

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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

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DoomGuy420

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

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Guest

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

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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.

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Guest

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

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Guest

  
Loved it!

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Guest

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

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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.

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Guest

  
Great!

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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!

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Guest

  
Fantastic!

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Zalewa

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

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Guest

  
Dark forces in Doom? 5 stars. :)

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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!

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Dododamian

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

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dg93

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

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  • File Reviews

    • By Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened. The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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