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   (33 reviews)
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20 Screenshots

About This File

This map originally has been made for "Pain" project, but in the result I decided to cut it from there because of some reasons (which I cannot say yet). It is a continuation of the idea of "Overdose", but it's not related in terms of the story. A limit of sidedefs in LR format is achieved here, so it is not possible to draw at least one new line at all. Because of this, as well as the abundance of large open spaces with lots of sectors, map may slow down in complex sourceports like ZDoom and it's derivatives, so PrBoom-Plus is HIGHLY recommended. The biggest performance (in terms of FPS) will be in GLBoom-Plus. Also, complevel 2 is necessary. Have a great game.

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El juancho


One of the best experiences I've had with doom, the atmosphere is impressive, it is possible that the experience will improve if you play it without monsters, for me the fun of the map is to explore, not fight against monsters, I like that the map tells a story without saying a single word, you have to learn what happened to the city by simply investigating. I recommend going to all the secrets and try to guess how to get them, it was quite fun. The map runs VERY VERY badly, I highly recommend playing it in prboom/dsda-doom opengl mode (it's the only map I've played that takes several seconds to load). 

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Impressive visuals and atmosphere. Huge, open city map with a gritty realistic aesthetic and lots of attention to detail. Gameplay is very low-key and the translucent monster + tons of foliage combination can get annoying at times. 4/5

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very laggy map, worth playing if your computer could handle it, atmosphere once again nailed and combat was great.

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Walter confetti

Really cool and atmospheric map

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the gameplay was lacking but the atmosphere and detail really made it great. Very cool.

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Superb but hard...:D +++++

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Run it in GZDoom or GLBoom+. A huge, open layout city. Almost every monster is a silent shade of its Doom II self, released in carefully controlled ambushes. It's easy to get caught off-guard. There is an entire narrative of feuding factions buried beneath the atmospheric, open-exploration horror, but you're free to just waltz out with the red or blue key in hand if that's your thing.

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Great outdoor survival type map. Great architecture, tense horror gameplay, but once you come across the exit, it's a little too easy. Really good overall though. Recommended.

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Why were all of those cigarettes unsmoked? Seems wasteful to me ;p Lol, nah, in all seriousness this wad was very well-done, well-detailed, and atmospherically creepy. How this is only limit-removing is beyond me; great job with this thing!

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Very unique style, truly dark atmosphere and filleng that you should die every second. Great map from great mapper.

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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.