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Tech Gone Bad

   (174 reviews)
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About This File

My Boss level replacement for e1m8...22 years later

After exiting the Computer Station you knew the worst was up ahead. You still hadn't reached the place where the demons were coming from. The steel door shuts behind you as you realize you're there; you're at the Phobos Anomaly. Cracks from hell are all over the place as seepage from the portal invades the entire installation. Now it's time to find the portal and stop the demons from coming through. You know UAC had hundreds of scientists working at a high-tech lab somewhere in this area, and the portal must be connected to it somehow. Time to lock and load.


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Daemon Doomer

  

Hardcore, tough for newbie, need to be brave and fast.

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armymen12002003

  
Great level from mr romero himself

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Spectre01

  
Pretty darn good tbh, though I prefer the atmosphere of the original.

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Kingpin3

  
Good ennemy placement, traps, ect... in a mix of original E1 and modern difficulty.

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MrGlide

  
Romaro's E1M8 replacement made in spirit of his upcoming game BlackRoom. Great map, a bit harder then normal E1 Doom but is much fun.

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StoneMason

  
While I wouldn't put it in my top maps, it was a pretty fun old-school map overall. Hope John Romero makes more (and for doom 2).

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BigDickBzzrak

  
Awesome map, some things are never forgotten even after 21 years. The only thing that pissed me off were the damaging floors. Anyway, I hope Romero will make more things like this.

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kmxexii

  
a pretty cool map from Romero. lots of zombies to slay (still sticking to E1 bestiary) and quite a bit of outdoor action. also a few instances of some cherry red cracks tied to damage floors. They look pretty sweet in the final room when hooked up to their point of origin.

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Armaetus

  
A very fine level, Romero did it again! Tho my main complaint was the start was pretty rough if you do not know what to do.

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cs99cjb

  
After an unnecessarily invidious start, this sprawling but surprisingly intricate map throws into perspective how insipid most third-party levels are. John Romero paints with a broad brush but with flair and imagination, reminding us that there's more to Doom than rooms and corridors. His multidimensional style is a breath of fresh air. Minuses: gameplay relies heavily on scripted teleporter ambushes, and inevitably many players will find the ending anticlimactic. Also where were the cacodemons?

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cannonball

  
A decent and fun map with a mix of doom and doom 2 Romero traits which feels like an episode closer. I do however wish that the end of the map had a more climatic execution as opposed to the bruiser brothers plus the rather slow teleportation of enemies into that room. 4 stars overall.

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The Ultimate DooMer

  
It's not a bad map, there's some good points (notably the atmosphere/use of secrets) plus one or two bad points as well (notably the ending). But it's not worth the mindless gawking praise that is soo predictable on DW when a wad of this kind comes around. (and I pity the poor soul who's project will be denied a Cacoward in order to satisfy this)

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Player Lin

  
I see no reasons to NOT give this 5...I would like become Romero's bitch if I can play more of this kind of maps. 50/50 :P -playerlin

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AlpaCaca

  
Pretty nice WAD, but if somebody who wasn't John Romero and well known uploaded this, it would have probably gotten average reviews. Bit of a bias. But still had a lot of fun with this.

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nxGangrel

  
Romero has returned, with a great "warm up".

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Wereknight

  
Don't get me wrong, that's typical average Doom map. Sure, Romero did it but map isn't unique, special, etc. I don't understand really why so much hype around...

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Zalewa

  
Is this map any good? Does it deserve a legendary status? Hmm... I think that FUCK YEAH IT IS and FUCK YEAH IT DOES! I chose to treat this is a reminder of what FPS games could be if the genre didn't degenerate into bleak and boring point and click clones of same-crap-different- butthole variety. A reminder from one of the forefathers of the genre.

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Jaxxoon R

  
Cool visuals with compact, interconnected level design and loads of windows? My favorite! It's also amazing to see Romero himself upload a map to the archive. (I'll never forgive you for the hellish pain cracks, though)

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Ch0wW

  
A few visual mistakes, but otherwise a shotgun-prefered map, completely classic, with wicked secrets to find. I love it! Also, congrats Romero, you finally did every map for DooM - Episode 1!

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roadworx

  
i think this deserves 6 stars, but alrighty

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NuMetalManiak

  
obligatory 5-star rating

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Fonze

  
This map was awesome regardless of who it came from. I'd still rate this 5 stars if it were from someone else, though I will admit that my initial impression of the map during the tough beginning was affected by knowledge of the mapper. Great job with this, Mr. Romero! It's great to have you back mapping for Doom!

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Netherstorm

  
Although it's not as great as the original in my opinion, it provides a good amount of challenge and the map in itself is well designed. Cheers, Mr. Romero!

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damned

  
The demaging floors in rooms were annoying, but overall I have enjoyed it pretty much. It has nice 90s feeling and the gameplay is quite challenging. I would give it 3 or 4 starts, but since it is from legendary person, I need to give legendary rating. :)

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trrobin

  
Romero has finally returned to make another map, and in my view it's a real gooden. Lots of secrets, action packed, and adequately detailed in a 90s way. Recommended.

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  • File Reviews

    • 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. 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.
    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
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