Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Alpha Accident: Terra Nova

   (37 reviews)
Sign in to follow this  

Guest

10 Screenshots

About This File

I always wanted to make something classic but with a new content. This wad has not only new maps, textures and music but also new things. Also there are new monsters (boss included), and a new (barely) map hazard - voltage... Maps in this episode are quite large and more of an andventure sort than anything else, but there's enough monsters to shoot at.

I hope this will not end being a cliffhanger, because there are lot of things saved for later episodes which I'd like to implement.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- Crispy Doom 4.2

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

An impressive wad over here. It's a long episode consisting of huge, absolutely non-linear maps. The texturing is not just alpha Doom but also a whole new bunch of amazing editions to add more character to the wad. Honestly, with these textures and detailing the visuals are top-notch, since the layouts are very complex and cramped it's more enjoyable to explore and it never feels repetitive (the music is great too). In addition, the author added a set of stuff to interact in similar ways you would treat monsters: the explosive pillar to block the way, hard to distinguish from the regular pillar at first glance, just shoot at one if you see a hole behind it (don't be like me and punch one...); non-toxic barrels, these ones are abundant, generally an obstacle and they are actually funny to punch; destructive boxes that may or may not contain goodies; another sort of pillar, it has an energy cell pack for decoration, and it's susceptible to splash damage; and last but not least, electric grey floors, actually they are just highly damaging and there's usually a "Voltage" sign on a wall, plus you can turn electricity off. Incidentally many of these objects interact together in secrets, such as a hidden box blocked by a destructive pillar, so be aware of them.

 

The combat element is mostly incidental, including several ambush set-ups and claustrophobic traps. Casually, you'll rarely find packs of the same type of monster, as they are generally mixed tropes of zombies, imps, pinkies and cacodemons. There are a couple of new enemies from the hitscan class, a brain-bot and a static gun, the first one is particularly dangerous given it's flying ability, I found myself dead a few times as they are small and fast too. The second one should probably have less health imo, as it doesn't portray a significant threat aside from specific mixed ambushes. Neither of them have an excellent autoaim though, still watch out, their roaming sound is very loud and can be heard from miles away, seriously. There is another enemy that serves as a boss, but I'm not spoiling it, just going to say cool!... It takes some time to find any weapons, yep the maps can be heavily pistol oriented meanwhile, luckily this weapon was upgraded (sped up) and it's not boring to use it for a few minutes, not that there are so many barons around, because they are pretty scarce in general. The chaingun has now a bit of recoil, making the tap-tap usage less simple, well I tend to snipe with the shotgun too but that's just me. The bullets stock was expanded to a limit of 450, which is good since you'll be spamming bullets aplenty, and there's a new bonus item that counts as 4 bonus armors. Yeah, I support these additions. About progression, like I said the maps are massive and non-linear, you'll frequently find yourself opening new areas that lead to other areas that also lead to another area that is connected with a previous section where a new portion has been opened, and so on, that's my sum up of the maps lol. An advice would be to always use the automap as a guide, as it can be easy to get lost or not be sure what a switch did. In my experience it was the positive kind of "lost", because the maps are so complex that I always felt the need to keep exploring for more stuff. Eventually, you'll find the exit and realize you spent an hour in the map, that is also thanks to the high amount of secrets that will remind you you're playing a 90's oriented Doom 1 wad. Talking about secrets, they cover no less than 1/4 of each map, generally above 7 per level, and they are not so easy to find. However, if you're a bit like me, you'll stay to find them all legally, plus it feels more satisfactory, I felt like playing Doom 1 again, so there's a high nostalgic factor here.

 

I don't have favourite maps because I really liked them all in the same way. I am going to point out one thing about map 07, there's a part where you have to step on a bloody pool with health bonuses to trigger a trap, the entrance will slowly close, but it is possible to leave before that wall closes entirely, which will trap yourself in the dark corridor. Of course I found it out by accident. 

 

Overall, totally recommended to die-hard fans of Doom 1 mapsets. Just use a limit-removing compatible port, like Crispy Doom, and immerse yourself into the complexity these maps are, take your time. I hope the author find some time to deliver the complete megawad, because I'd play more sets like this. My rate is 10/10. 

Share this review


Link to review
trrobin

  

Excellent mapset with a nice 90s design, fitting music that adds atmosphere, and tons of monster action to keep you focused.
Each level got better and better and I was sad when it ended!
Recommended for those that like nuts-and-bolts doom with some eternal doom touches too.

Share this review


Link to review
Summer Deep

  
A good challenge with huge levels and plenty of opposition, a good slogfest though it never becomes slaughterish. Last three levels particularly impressive, though I thought the route to the blue key in map 6 was a little too well concealed for it to be entirely fair.

Share this review


Link to review
wolfie3dfan

  
Do start at e1m7 and then when finished start at the first map and it will all make sense. Thank you for the reviewer making that suggestion. I liked this wad a lot Wraith777. :)

Share this review


Link to review
NuMetalManiak

  
large and adventurous. it keeps the fun factor throughout.

Share this review


Link to review
Zalewa

  
Extremely huge, non-linear, complex, complicated, confusing and good. Sometimes suffers from "what did this switch do?" syndrome. Recommended playing with Doom 2's SSG.

Share this review


Link to review
kmxexii

  
what quickly became one of my most favorite mapsets for the ultimate doom. enormous, complex layouts, tons of action, and new things like crates containing items and robot sentries, both static and mobile. an adventure you might never forget... or finish, if you're easily confused or frustrated by level geometry. i highly recommend it.

Share this review


Link to review
axdoomer

  
I played through the entire wad. I may be one of the best vanilla Doom mods ever.

Share this review


Link to review
Massao

  
Awesome wad!

Share this review


Link to review
  • File Reviews

    • By Doomkid · Posted
      Classic funny little skin, still used in servers to this day so I think it deserves some love.   I like that the voice clip says “WHERE ARE A MY PANTS?”
    • By Chipchase · Posted
      More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.
    • By Chipchase · Posted
      Starts with all monsters with their backs to you, and you might as well leave it that way and just listen to the music. One big rectangular room with no finish switch. They couldn't even make the rectangle properly - freehand I guess. Kill the monsters if you want, it's easy.    
    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
×