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Grey: The Fault of The Masters

   (10 reviews)
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"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.


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YouAreTheDemons

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

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Zalewa

  
Troll WAD. Avoid.

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Massao

  
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

  
even worse than brotm

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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. 
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