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Dooms day of SJW (SJW_DEAD.WAD) ver 1.0 (FINAL)

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Earth date December 10, 2010. Location SJW branch of Jakarta, South East Asia. Local Time 18:35. Monsters from hell just spawned in SJW complex. SJW has deployed their truck to pick you up, along with your 5 other pals to help them. But the only person sit in the secret compartment is you. :) The truck got attacked, just after it entered the complex. You were knocked unconcious... minutes later, you got out from the compartment and tried to find your pals. "Where are they ?" "Where are inhabitants of this complex ?" "If they are dead, where are the corpses?" Thus, the adventure begins... Later, you will find them all. but, they are dead. EVACUATE is your priority then.


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JudgeDeadd

  
uh, what? completely pointless and absolutely unfunny.

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Guest

  
0/5 didnt have enough demons

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Guest

  
Not funny in the slightest. Keep this BS out of Doom.

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Walter confetti

  
Is UAC_DEAD and UAC_DEAD always means quality

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RaphaelMode

  
Would be better as a texture pack (this is what it is when you don't count Leo's level with one sector-based logo edit) so that someone could use it in a mapset about adventures of Niceguy Taggart fighting hordes of Mancubi (Geddit?! ROFLMAO!!! XD ( ͡° ͜ʖ ͡°)) or something remotely relevant. This here thing is pointless.

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Guest

  
Triggered. In my pants.

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Memfis

  
it's UAC_DEAD with "UAC" changed to "SJW" on crates, computer terminals, etc

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Doomkid

  
really original and is pc

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  • File Reviews

    • By P41R47 · Posted
      To play this mapset properly on vanilla setting i use these files together: batman.wad vbatman.deh original molotov behaviour   I was a kid of around 9 or 10 years old when i first saw images of Batman Doom on some magazines and i rememer thinking ''holly heck, its surelly looks amazing and a Doom clone of Batman surelly will kick-ass''. But for some reason, when i finally got it on a bootleg wad CD-rom, i couldn't play it as intended as it was a break behaviour on vanilla, so i just played it on a source port, zdoom, like ten years after it original release. Be it the port, be it i didn't get much into it at that time, but i didn't enjoyed it much and i quit playing it just when i reach map21.   Now, i replayed it completelly. And certainly, this mapset is pretty advanced for 1999. Maps varies from being pretty short, to awe inspiring big. The texture work is amazing with tons of midtext usage for amazing effects. Every map has it merits, so i will showcase them a little:   -map01: we start on a rooftop, as our dark night is shown on every issue cover since it first appeared. After that, we jump to the street level and after taking some thugs, we take a subway to a different part of the city. The subway effect is just amazing, making you really feel like taking a train. After that we take down the gang leader and the maps ends. -map02: this is one of the most innovative things i've seen, especially made on a mapset from 1999, and this is non less than a Hub map. Yes, we see here the next objetive, take some health some ammo, a little secret, and then we go out onto the next crime thug on the run. Here start the episode of Killer Croc. More mapset needs something like this for awesome inmersion. Only other one i know that use something similar is Back To Saturn X made almost 13 years later, so yes, this was pretty advance for the time. -map03: we go down the sewers following the trail of Killer Croc, and we found some thugs down there, too. Theare are a lot of neat tricks in here. Thugs coming out of water and spilling it around, flowing water sound, raising water, some of the best looking fake 3D bridges. But there are also a few flaws, like an unobtaibale secret near the start, and some bumpty walk through the sewer area. -map04: is a Killer Croc's chase through some building complex and into the forest. Killer Croc fight is an outstanding moment, as it can really take the rocks from the ground and throw them to the player. Amazing dehacked work.   -map05 we returned to the batcave for the next mission briefing, and it seems Tally Man is on the loose. -map06: we are now in Chinatown and we are able to look at first hand the warring conflict between two gangs groups. It ends with a colloseum fight with two gang leaders. -map07: Tally Man is escaping on a helicopter and we need to find our way to chase him. There are a lot of verticallity in this map, and its quite awesome at the end how we board a helicpter and have to fight our way with a lot of minions on a really tight space. -map08: we reach Tally Man's hideout an its non other than an abandoned factory. The map is big and there are a lot of interesting sights for sure. The combat is tighter and difficult here, too, with not only hitscanners all around, but also incoming projectiles from different sides. The fight with Tally Man at the end is just awesome.   -map09: we are now again at the batcave, and we notice that the Penguin has a big criminal output. -map10: Oswal Cobblepot's casino is full of thigs and corrupt gaming, and after making some thugs speak, we found that the Penguin has taked hostage a whole hospital. We need to rescue them. -map11: but it was a trap!!! There is gas leaking on the whole hospital, and there are automated bomb penguins setting everything on fire as we move on. -map12: we finally found the trail of the penguin, but we reach to late to the rooftop, he already boarded the hellicopter. To our surprise, he challenge us to a fight. Exploding penguins around and a flying machine coming for us with only a thin spot to cover.   -map13: we return to the batcave after seizing the penguin, and we found that the Scarecrow is rampaging through the city tunnels. -map14: we are on abridge leading to the tunnels of the city, and there are TNT bundles all around, destroying walls, and a lot of deadly traps taht can kill you on the spot. Scarecrow certainly is making his trail hard to follow. -map15: we reached a house of fear, and the scarecrow is hiding on it, but he also take Mayor Kroll as hostage and we need to rescue him before its too late. There are really awesome dehacked trick here. Like firebreathing walls that hit really hard, and the final fight against the Scarecrow with the Mayor in the middle, if he dies we lose. -map31: We defeated the Scarecrow but as soon as we are returning to the batcave there is call for help. The scarecrow escaped and is hiding on the city. We need to find him, but he is trickier than the last fight, he spreaded his confucing gas all around and we are under his illusion. -map32: we fall under the illusion of the Scarecrow and we are now being attacked by strange creatures on a surrealistic landscape. Awesome sight for sure, but really short map. -map16: thats it, we finally snaped from scarecrow trick and we follow his trail through a cornfield. But at last, we finally seized him.   -map17: we return to the batcave just to learn that Two-Face has breakout from Blackgate prison and we need to stop him. -map18: difficult ramp from here and on, tighter spaces, island prison, new flamethrower enemy. The area is full of really neat sights, unfortunatelly we are late, Two-Face already escaped into the city. -map19: We arrive too late to the city, Two-Face already robbed a bank and go away with all the money. -map20: we are on the trail of Two-Face and we are up to catch him once for all. After fighting some thugs through the city, we caught Two-Face red handed and he face us with his rocket launcher. Fortunatelly, we made him explode himself.   -map21: the crime lords are getting tougher, and we found at the bat cave that the Joker is planning something big. We need to find out what.
      -map22: gigantic abandoned factory map, awesome sights, marvelous details, and an ending that just made my jawd drop. At the end, we have to detonate a TNT to cross, but the chain reaction is bigger than we though and we need to reatreat hastly before the explosion kills us. Just amazing use of the IOS explosion effect. -map23: the Joker seized a whole mansion and is having fun there, we need to stop him. -map24: We found that the Joker has taken a whole theatre for his own amusement, and at the end we fight him but we are not able to seize him as a lot of thugs jump into the fight to stop us. -map25: the Joker run away into the Gotham Cathedral, and at last we are able to seize him once and for all.   -map26: we return to the bat cave and found that Bane has breaked into an armory. -map27: the armory hit was just a decoy, we are now to late for the bigger treat Bane is planning. -map28: Bane break into the Arkham Asylum and let loose all the crime lords we captured, so we face Killer Croc, Two-Face and Tally Man on a rematch. -map29: we continue throught all the destroyed corridors of Arkham Asylum and we fight the Penguin, Scarecrow, and The Joker once again. -Map30: Bane break through our mansion, he knows who we are, and he challenge us to a final hand to hand combat. He is fierce and deadlier as a raging bull, but after a long fight, we defeat him.   From the description we can see that maps are mostly linear, but there are too many neat details and secrets that let us spend time exploring around that we doesn't feel at all the maps being linear. In fact, there are a lot of interesting details to look into that we can lose a good chunck of time on just one map, even when it is kinda short. The sense of adventure on this mapset is something that must be experienced. All the changes make for a total inmersion like just a few other mapsets offer.   After all, this is an amazing Total Conversion, and it surelly deserves to be among the best outputs from this community. 
    • By Argenteo · Posted
      The last chapter was the one I had less memories, perhaps because it's tough. A good time playing.
      Beat it. Everybody frag now. Vangelis. Cool midis.
    • By Argenteo · Posted
      A lot better sights and tougher than S1, with another pack of cute midis. 
    • By P41R47 · Posted
      Pretty entertaining and challenging mapset. The maps start in a somewhat heretic or cave theme at first, and with a really abstract style with just tiny little realistic details. It use TNT as iwad and there are just a few maps with name patches. The rest and the text screens are the ones from TNT. The story is interesting: Serena, B.J. Blazkowicz's wife, worried that, after the incident on 20 Days In Hell (but it could be also after Doom 2 final map), he hasn't returned home yet. So she decide to go search for him. In the proces she found that every map we play is an hour of torture for her husband, and thats from where the title 32 Hours of Pain come. Thematically, the maps use the TNT skies to tell the story, starting with Serena on earth, vayaging throught space on map12 to map20, and reaching hell where her husband is being tortured on map21 to map30   Maps have a good gameplay, and the little and few details really stand out from the abstract design, like in map11 the ship sailing out to space. The design varies from really large and big open areas to really cramped and difficult to traverse tunnels and areas. Thus, it somehow really grasp the TNT feel and style. This also implies, sometimes, obscure progression and switch hunting. The texturing is varied, from monotexturing to using different themes like starbase and marble on the same map, especially on those where the hellish influece is seen as bigger.   I really enjoyed it! Its not a masterpiece, but it certaily has a charm and offers a good challenge. Kristian Aro's story, maybe i'm wrong with this, was use as a base for 2002: A Doom Odyssey later as its pretty similar. This mapset is kinda analogue to Paul Corfiatis The Twilight Zone. Both follow a free thematic texturing from map to map, both have a story mostly told throught little details (TTZ has a proper mapinfo on it, though) and both shows the first mapping efforts of their respective authors and how the ideas here lead to their later awesome mapsets.   I recommend it to anyone who is seeking abstract design and challenge.
    • By Meddy · Posted
      Short, but pretty well done. The best custom Hexen levels I played so far.
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