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Doomed Space Wars

   (49 reviews)
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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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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.

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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 Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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