Grey: The Fault of The Masters

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Author

Timothy Simpson

About This File

"Damn it" You groan as you stare at the nav-screen, almost like a chimp staring at a TV. Gently rubbing your chin, you think back on what has happened. It's been about 8 months after the incident at Rota. IT, or rather IT's earth counterpart, was destroyed at your own hands. The Masters felt its destruction, you too could feel it. For once, the miasma shrouding the Earth shifted. You no longer felt fear, only a strange alien feeling, unlike anything else. You had no choice but to leave for Mars after you saw a battalion of enthralled troops and mindless beasts stumbling forwards, and you knew then that you have kicked the hornet's nest.

Which it the same reason why you're currently stuck orbiting Mars every day, bored out of your friggin' skull. "God damn it" You groan once more. This has been the 18th orbit, and The Masters' defenses have yet to fail. Ships occasionally leave, although they pay you little mind. Survivors or converted, they mean nothing right now. It feels like the miasma has returned. You truly did kick the hornet's nest. In fact, a lone hornet did hitch a ride on board when you took off. You caught her in a jar, and she's still alive to this day. She's kept you company since you left Earth, and now, she's keeping you from blowing your brains out.

A sudden jostle shakes you to your core, and you are knocked out of your chair. You get up, and to your surprise, a massive hole has suddenly appeared in the wiry mesh of The Masters' defense grid, a lone spacecraft having slammed into it. This is your only chance, no turning back. You hit the thruster positioning controls and are slung around, into the unknown, and into humanity's last hope.

Credits

Mappers: Barney Wilson Andy Smith Adam Campbell Richard Dubois SEE CREDITS LUMP FOR FURTHER CREDITS

Base

New from scratch

Build Time

Three-and-a-half weeks

Editors Used

Slade3, Doom Builder

Bugs

None currently known




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Doominer991

  • 1
  
Not really a troll WAD, but a piece of shit none the less.

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Zalewa

  • 1
  
Troll WAD. Avoid.

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Massao

  • 2
  
Very low effort try to put more effort in your level designs, and read john romaro map spec! 2/5

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gaspe

  • 1
  
even worse than brotm

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  • File Reviews

    • By Scotty · Posted
      Absolutely top notch. Fun to explore, great combat, and amazing to see how this incredibly intricate level unwraps itself as you progress. Vanilla compatibility just makes it even more impressive.
    • By NuMetalManiak · Posted
      we need more good Ultimate Doom wads. this was nice, plasma gun combat at first, when it opens up, it's chaotically good. the three keys weren't that hard to figure out, although the puzzle for the red key stands out the most. some nice and sharp (yes) ideas overall.
    • By NaturalTvventy · Posted
      Xaser mastery of the highest order, demonstrating his command of architecture, texturing, (sharp) angles, lighting, and mood.
    • By NuMetalManiak · Posted
      well, combat may not be so bad, but there's a surprising lack of variety. this starts off in a mostly pistol-oriented map, where you get a chaingun at the end, and then the next two maps are moderately long. the final three maps can put some of the ones from Eternal Doom to shame, with some puzzling to do, some of it actually more frustrating than I would be led to expect. there's many dubious design decisions that simply must be pointed out. the final secret area in MAP02, what the FUCK? and another secret area in MAP05 with crushers whose sole purpose is to troll you. MAP06 is the best map in a number of ways, feels eerie, has lots of things to it (oh, and lots of items for the item count for each of the maps too). but one particular switch (Linedef 4962) does not work. I actually felt more and more frustrated the more and more I played this, it wasn't challenging, but it sure got me annoyed with how things were laid out.
    • By Jayextee · Posted
      I have rated this three stars.

      However, I feel like this megaWAD often gets overlooked despite what it is: a part of history. I came to it late, pretty much 1999/2000-ish, and was my first megaWAD personally, but I was always entranced by what I understood to be the story behind it; in a scene utterly dominated by the IBM PC-compatibles/DOS crowd and their (relative) wealth of tools, Macintosh DOOMers came together to show that they too can put together a full-length campaign for Doom II that wasn't going to let those DOS guys totally steal the show.

      And they did. Kind of. With the apparently-unstable-at-best HellMaker crashing every single-figure number of minutes at times, a handful of eager mappers (including the still-active-at-time-of-writing Steve Duff), some of which were authoring their first ever maps, delivered an experience that is to me as interesting as it is varied; in terms of both experience and quality, I have to admit. There are some poor maps here (Sewers, by Jim Bagrow - I'm looking right at you) but there are some epic adventures rivalling those of TNT: Evilution, if not aesthetically (hey, some of them come close) then in length and spectacle.

      What you're getting here is almost like a hidden piece of history that I feel stands proudly as an underdog with its peers. An underdog that isn't always well-behaved (many maps can be rendered uncompletable with the wrong actions taken, including one of the secret maps if you dare enter the basement without the three keys) but at its best (which is usually the maps by Rob Berkowitz or Duff himself) is an entertaining and oft-neglected slice of '90s mapping.