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Tech Gone Bad

   (173 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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Reisal

  
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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<inactive>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 Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
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