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Quantum Strike

   (26 reviews)


About This File

"Quantum Strike" is a set of 3 colourful Boom-format maps designed to be played from a Pistol Start. Gameplay is purely action-based with very high monster density. UV is meant to challenge "good at Doom" individuals and masochists that don't mind dying repeatedly. HMP should be slightly more reasonable and HNTR more laid back.

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you've got your work cut out for you if you decide to play Quantum Strike. it's a challenging wad alright, with enough powerful monster placement to make damage impossible to avoid along with numerous scenarios which tend towards crowd control. hard to play aggressively and almost as hard to survive, monster density ensures that keepaways can corner a bad player.


honestly though, I can't say I'm a fan of this visual style. a long time ago I used to adore using loads of colorful textures in a wad but it's probably best to have a map have a predominant color for design rather than this extremely wacky color scheme. also loads of scrolling textures are around, while neat, are pretty much just eye candy. and guys, stop using the afrit, please. there's far better Dehacked enemies to use and the afrit has pretty much run its course, even if it's properly used for maximum challenge here.


the first map is a corridor crawler, giving us fights both forward and behind along with some sidepaths which still remain claustrophobic. the two that follow it are more open, providing even more in monster density and ensuring that circling a certain drain would be the key to winning. look out for that crusher arena when trying to get the yellow key in MAP02, and keep an eye on notable monsters in MAP03's many setpieces. these setpieces are made with maximum pain in mind, so prepare yourself for the long hauls in these two levels but don't feel at ease just cause the first map is only slightly easier.

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really fun maps, with a quirky but appealing visual style. definitely recommended for folks that like challenge-oriented maps!

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4 stars for map03.

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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.