Back to Saturn X E1: Get Out Of My Stations

   (60 reviews)

Author

Esselfortium and a lot of wonderful people

About This File

Get Out Of My Stations is the first episode of Back to Saturn X, a three-episode partial conversion for Doom II.

Back to Saturn X is fully compatible with Doom2.exe and Chocolate Doom. It has also been tested with Eternity Engine, PrBoom-Plus, ZDoom, GZDoom, and Risen3D.

Base

New from scratch

Build Time

2009-2013 for the original release, followed by endless years of nitpicking and procrastination

Editors Used

Doom Builder, Slade, DeepSea, Photoshop, ProMotion

Bugs

Hopefully none. If you encounter visplane overflows or other buggy behavior when playing Back to Saturn X, please send us a report so we can look into the problem and fix it! In vanilla, the demo loop will desync under certain circumstances.


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Mason.

  • 5
  
An excellent example of vanilla mapmaking. I Look forward to the completion of the sequels.

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chungy

  • 5
  
Simply a masterpiece.

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perfectpitchrob

  • 5
  
A great combination of jaw dropping level design, sharp gameplay, and brilliant music. One of my all time favorite wads.

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Salt-Man Z

  • 5
  
The techbase theme starts to drag after a bit, but that's a minor nitpick. Absolutely phenomenal, gorgeous and fun.

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Rowsol

  • 5
  
Took long enough.

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  • File Reviews

    • By Zalewa · Posted
      This WAD is like box of chocolates - you'll never know what you'll get. Unless you will because I will tell you.   If you run this in a port that supports MAPINFO, you will start in MAP30 that is a "pick the level" map, Quake 1 style. You get 49 portals, each with a 512x512 pixel screenshot, map number, author name and designated port (vanilla, boom, limit removing, g/zdoom). Once you complete a level, you return to the hub and you can pick another map. This is excellent! You also carry over weapons between maps, which gives you a choice to whether you want to play each map from pistol start or carry the weapons over. I preferred to carry the weapons over, but it's apparent that all maps were designed with pistol start in mind as having access to BFG spoils the difficulty level of many of them.   The maps are divided by the MAP30 hub level. By this I mean that all levels before MAP30 range from very good to mediocre with some very few bad apples here and there, while all maps after MAP30 range from mediocre to really poor. MAP50 is the only one in this range that I'd recommend playing, and even then the scripts seemingly broke for us in multiplayer and we got stuck.   I can recommend playing all of the maps in the lower range (before MAP30), apart from the few mentioned in the list below. The particular hall of shame: MAP06 - not only it's the usual TimeOfDeath slaughterhouse, it's also a jokewad map with obnoxious "music". Avoid. MAP09 - this map is actually very impressive and it's not actually bad. The level is huge and it has only one monster in it - a cyberdemon. Once you kill it, the remainder of the level is switch puzzles, teleporter puzzles, crusher puzzles, etc. In other words: expect Tomb Raider gameplay. MAP13 - very plain, very 1994. MAP14 - This is a good map, but it's very, very confusing in its layout. I could not find the exit. MAP19 - slaughterhaus with poor visuals/architecture/geometry MAP24 - an abstract map where you will fall into pitch black pits of death.   The text file also deserves some criticism. Formatting is all over the place and you must rely on your editor wrapping the lines properly. There's one line with 810 characters in it.   All in all, I think it's a pretty successful compilation with majority of the levels being playable and enjoyable. There are better community WADs out there, with stricter quality control that will give you a more balanced experience in overall.
    • By Zalewa · Posted
      Was there a texture limit imposed here or what? It's all red rock. Shooting is straight forward, geometry is the same irregular shapes with height variation that only slightly goes up and down. The map is very short and not boring, but it's very, very basic.
    • By Zalewa · Posted
      Nothing spells meh like recycled IWAD geometry. And it's recycled a lot. The level is crampy, plain in visuals and the combat stalls at times.
    • By Zalewa · Posted
      A graveyard/mausoleum level built only out of Doom 2's stock textures. Weapons stop at chainsaw, shotgun and chaingun - there's no SSG as far as I know. The level is short and mostly not difficult. A nice map, all in all.
    • By CapnClever · Posted
      Playability notes: The mapset appears to have been tested only in ZDoom, so use that (or ZDoom-derived). Pistol starts are recommended.   Confinement 512 has a number of fun encounters and difficult matchups, but lacks the refinement to do so over its entire length. Veterans will immediately note some missing textures and odd handling of monsters under the floor, laying bare the inexperience of the mapper during this creation, though it doesn't significantly impact the gameplay. Aside from one or two major stumbling blocks, however, I consider this a good first attempt and it shows considerable thought put into the set's progression.   Much like the binary-powered iterations before it, the limitation of this mapset is to only allow the player to move within a 512x512 square, a mere quarter the size of more typical 1024 projects. This tends towards very small arenas  in which fights can take place, but with the right mindset it can be to the mapper's advantage. For example, a map can focus the player into one or two well-designed encounters instead of drawing itself out with numerous mediocre ones. Such appears to be the philosophy behind these maps.   The first four of seven maps are quite amusing, with the player bombarded at every turn. Even barons manage to become semi-interesting at such close range! Maneuvering against various enemies is a challenge unto itself, and yet there's still plenty of action through the progression of a map. Skipping a bit, the sixth map is very rough in its start, but with a few attempts you learn how to play along and it ends up an exhilarating choice of combat.   The biggest issues here are the fifth and seventh maps, for very different reasons. MAP05 is simply too constrained: there's basically one streamlined approach and it ultimately depends on luck. (I'd like to think it was me simply not learning the level well enough, but it's a really awkward map regardless.) MAP07, on the other hand, tries Dead Simple and, while the first half is actually a decent fight, the teleporting of Arachnotrons is completely trivialized (keep in mind this is ZDoom, and berserk fist is quite manageable against large opponents).   It's a small set, and its amateur placements are refreshing under the self-imposed conditions. My recommendation: try to get through it all, but feel free to skip MAP05 if its challenge isn't to your liking.