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Asbestos Queen

   (14 reviews)
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About This File

My very first attempt at a Boom-compatible map pack, though it's recommended you instead play in Zdoom and its derivatives for the sake of an enhanced CD-quality soundtrack. The featured maps range anywhere from a tech-greenhouse to a satellite crashed into a cave, and the start/end of each map follows on from the last to emulate a cohesive journey. It also features a new monster, a boss, and was designed with gameplay mod compatibility in mind.

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Summer Deep

· Edited by Summer Deep


Played on UV, continuous, GZDoom.


Generally very enjoyable, tough, with well constructed and visually impressive levels. Reminded me of a mini-version of Moonblood in some respects.


One significant factor is that armour provision is noticeably restricted - in fact I think it was only in a couple of levels that a proper power up was available, otherwise it was just a scattering of 1% bonus units. Going into the final map with only 12% armour was no joke, I assure you!


On the subject of the final map, despite a fair bit of hype about a new boss creature, it turns out to be a rehash of the Icon Of Sin. Sorry if that counts as a 'spoiler', but anyway it's a seriously challenging ending, with a spawning situation that rapidly threatens to get out of control and a Cyberdemon on the platform for good measure. You also need to work out how to get onto the platform.....


This is a solid 85/100. 

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It's one thing to make a beautiful map, and another to strategically place enemies with a consistent difficulty curve and vision. Jaxxoon R excelled at both in Asbestos Queen. I think the most telling moment for me to say that this is a phenomenal mapset is around 5 minutes in of playing, I audibly said to myself "Wow, I'm actually enjoying Ultra Violence". Quality beats quantity and Asbestos Queen will always have a place in my heart. I highly recommend everyone to play this one.

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I really liked these maps. Maps were fair and they didn't drone on to the point of becoming boring. These were well detailed, interesting and most importantly they were fun maps to play. Good job.

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Excellent mapset of relatively short (but not too short) maps with moderate difficulty. Map names are strange, but music is even Stranger (but not annoying). Good job.

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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.