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.

Foursite

   (25 reviews)

Guest

7 Screenshots

About This File

4-in-1 map concept. The Foursite military base lies abandoned. You’ve heard rumors of a secret backdoor entrance: find the entrance, explore the four quadrants of the base, reach the heart, and escape alive.


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

Percy T

· Edited by P1e0r0c0y

  

8.2/10! Awesome and fun wad, I love the vanilla doom feel. Heres my video review-

 

 

Share this review


Link to review
Alfonzo

·

  

So. You're a budding level designer who wants to make an impact. What's the Big Idea? Perhaps if you enter stage left with an all-star cast of seasoned performers you can make an impression before moving into the limelight; a tried, respected practice. Or, instead, you could run bounding up the aisle with a megawad in each hand and demand attention straight away? Established designers have to wrestle with image and expectation all the time, but as a new member of the community, well... The Doom is Your Oyster. Your big ideas may yet survive the waves of doubt and disillusion bestowed upon you by Doomworld to turn into big maps!

 

Foursite wasn't exactly made off the grid, so I can't rule out the possibility that Bauul may have been trying to square his ideas with an understanding of accepted practice (he returned to the community at the tail end of 2015, having first joined in 2000), but it's a level that certainly plays and looks like it came from someone who was willing to let his ideas roam free... and that's really wonderful, I think. For all its flaws, it presents as a big window into the mind of a new talent, and half the fun comes simply from picking out the sorts of ideas that mightn't have gone unsullied by local sensibilities, had things turned out differently.

 

That said, it would be remiss of me not to start parroting the demands of conventional wisdom, at this point, so... prepare your Bauuls buns for burgers.

 

The best two things about Foursite are A) the way it sets up objectives and strings them together, and B) its set piece encounters. Not all of these encounters work out quite as well as they should, often being oddly balanced or hampered by some poor relation between player movement and decorations or monsters (I do wonder if the lost soul elevator in the second quadrant wasn't deliberately designed so that the items would block their flight, when needed), but the ones that do work are enjoyable, indeed. On the flip-side, however, the deliberate segregation of areas and the pacing combined have totally robbed this level of most of what's unique to a one-hour experience: the sense of journey and accomplishment. Interesting and grandiose as the encounters are, there's scarcely any connectivity between areas already seen outside of the grand central foyer around which all of the map is built — or, at least none that aren't contained within their corner — so it's easy to lose perspective as you pick your way through the base. This isn't always a part of design that a level of this size needs to succeed in, except the attempts at world-building make it clear that it's something the player ought to appreciate, here, so it's a glaring weakness. Perhaps the whole would have worked better as four distinct levels, after all.

 

Visually, things are busy and trim; schizophrenic, at the worst of times. Some of the areas are impressive, architecturally, but there is a sense that the innumerable textures, high contrast lighting and resulting incoherence is also doing its bit to take away from the journey. Combat is curiously malnourished: revenants only make an appearance after nearly fifty minutes in, and the vast majority of time is spent plinking away at imps, demons and hell knights with some combination of the (super) shotgun and chaingun (there is scarcely any rocket launcher ammo in non-secret areas). Otherwise, there are some inventive traps, and Bauul likes to toy with your expectation every now and then; a job made easier by his practice of repeating tasks and movements.

 

The only flawed map I'm always happy to play is the one that's made by a newcomer, and to that end I can say that foursite was absolutely worth the hour invested. It's a gargantuan roamer that delivers on some carefully crafted ideas, even if the bigger picture never really materializes, the fighting doesn't get out of second gear, and the ugliness abounds.

 

Bullet-points of Interest:

  • An ambitious attempt at creating a journey that is somewhat undone by its layout and appearance.
  • Grand and engaging set piece encounters; some more successful and memorable than others.
  • Some very nice world-building moments.
  • Restrained combat that eventually tires and disappoints.
  • Too many mazes!
  • Lack of new music is unfortunate.

Share this review


Link to review
Voros

  
4 quadrants, 4 stars. Amazing map, albeit long.

Share this review


Link to review
BigDickBzzrak

  
Awesome. Just awesome. Though, breaking this up into 5 maps might've been better, as playing thru this takes quite a bit of time.

Share this review


Link to review
Bryan T

  
good stuff. I don't like the lost soul elevator or the maze with the fatso shooting you but I did really like the circular room with the lower walls.

Share this review


Link to review
Zalewa

  
Very huge map with very huge guts. 1000 monsters but very evenly spread and the difficulty is not too high. Visuals - I've seen better, but these are fairly decent. Map is large but not confusing, as layout always connects nicely to where you need to be. Epiccelent job.

Share this review


Link to review
  • File Reviews

    • By stevenaaus · Posted
      Awesome megawad. Great gameplay and visuals. New monsters... super coherent. Cheers :)
    • By Walter confetti · Posted
      Not that crazy as you can think from the title, it's a interesting map with some cool design choices and some nice small puzzles as well. Fun to play and run swell.
    • By Walter confetti · Posted
      Conceptually a pretty cool map, have a nice retextures of wall using the ice floor, giving more context to the main theme of icy cavern present here, the layout is good, some room design are pretty good for the age it was done (especially the starting area) but it's unfortunately ruined by two things: excessive slippery floors and a no exit lava pit, as well as the random nature of switches placement that activates something... somewhere. Where is not given to you to known, the same things happens for a secret (mandatory) corridors areas that connect the said grave. But despite this, is not that bad, actually! 
    • By Walter confetti · Posted
      Meh, conceptually is not a bad map but in reality is really boring. Lots of squares and platforms, lacks of powerful guns and a boring gameplay. Also how the exit can be activated? The teleports are shitty as well.
×