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Back to Saturn X E1: Get Out Of My Stations

   (69 reviews)

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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.


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SilverMiner

  

Mmm, cool tweaked Doom palette... And the colourmap makes the game pseudotruecolour...

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elend

  

Back To Saturn X E1 features amazing texture work, varied map design and a surprisingly incredible soundtrack. I especially enjoyed the empty intermission maps, where you just walk around, soak in that atmosphere and think about what you did the previous maps and where it will all go from here. I did have some problems with later maps, which just threw hordes of enemies at me, yet BTSX is one of those packages, that make you easily forgive, because everything else is just so damn awesome.

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Ajora

  

This is a solid contender for being the absolute best Megawad that I've ever played. 

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dylux

·

  

BACK TO SATURN X E1: GET OUT OF MY STATIONS REVIEW:

 

The Good:

  - Stunning visuals

  - Great monster placement

  - Lots of (clever) secrets and they are rewarding

  - Enough ammo to keep you going

  - The names of the Maps LOL!

  - Loads of fun

  - Awesome music!

 

The Bad:

  - Not long enough. LOL! I loved it so much, I didn't want it to end!

 

In Short:

I've actually played this fantastic WAD at least 6 or 7 times. Why? This is my second favorite WAD of all time, only bested by its successor, BTSX Episode 2: Fountain of Sparks. I remember the very first time I played it a couple of years ago like it was yesterday. How many times can you say that (in a good way) about a game?

 

I remember being completely blown away by the architectural designs at the time. I even remember giggling as I sunk in the ocean on the final Map, only to read something like "To Be Continued..." and thinking, "Awww....it's over." But I admit that, like everyone else, I had loads of fun with this. 

 

There is lack of a "customary" final boss (I wasn't certain if this was a "Good" or "Bad" element of the game, hence why it's in neither category above - it really will depend on the player so I kept it neutral). But don't let that deter you! The final "stage" in the last (playable) Map is as memorable as it is wicked, and it'll keep you on your toes just like any other customary boss!

 

Play this WAD if it's the only WAD you ever play. Definite replay value.

 

Well deserved Cacoward. Thanks, Team, for making it!

 

5 out of 5 stars with me.  ~ dylux

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Apaul27

  

This is one of the best map packs ever! The levels are cool, that i want to keep playing it, and you play the map pack with your favorite gameplay mods, for even better experience. I really love the map pack, and you should too.

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Poncho

· Edited by Poncho

  

With the final (I assume, and HOPE) version out, I can feel comfortable reviewing this WAD.

 

Some have called the game's aesthetic design and theme redundant and yes, most of the levels are techbase, but remember that [the full versions of] Episode 2 and Episode 3 are coming soon, so I can accept this. What makes me completely forgive the mapmakers for using this theme for almost 27 maps is that most of them are great: they have great layouts, great traps, great music and fantastic balancing. There are a couple of bollocks maps in the set, but they are completely overshadowed by the better ones.

 

What I like about this episode more than its sequel is that there's a range of sizes in the maps: there are short and simple ones ("Postal Blowfish," "The Room Takes Shape" and "Failed Experiments and Trashed Aircraft", for example) and massive, expansive levels ("Underground Initiations" and the awesome "Tricyclic Looper"). The sequel had WAY too many large levels, and thus felt like Hellbound 2, just with a different theme. Also, no death exits. Yay!

 

The wide range of mappers also brings a lot of variety to the map design and layouts (as mentioned before, Mechadon's Map15 is easily identifiable by its huge layout), but also mappers like Skillsaw, Esselfortium, Tarnsman and the like all have their own ways of making a level around their design ideas, and I love this WAD for that.

 

I haven't played this on multiplayer, or solo-net, but I understand that there are more monsters to coincide with the additional players. All modern WADs should do this.

 

I mentioned this earlier, but the music is fucking brilliant. Tracks like "Quicksilver," "Conductor," "Drilling By Night" and "Entering" are all great on the ears.

 

However, what doesn't make this a full-stars WAD is that there are a few maps that I don't like a lot. Other than those few annoyances, I fully recommend this WAD to anyone who likes Doom.

 

Additional Notes:

 

Favourite Maps: 02, 03, 12, 15, 32

 

Least Favourite Maps: 05, 14, 19, 31

 

Final Rating: 3.5 / 4 (rounded to 4 / 5)

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QQXgamer

  

Excellent megawad. Great level design, cool new textures wisely put together. Difficulty comparable to TNT I would say. It is the wad I have been playing the most for the past 4 years, doesn't wear off much. No ultimate boss fight in this megawad, but the last level gets very tough in the end. The ending made me feel awkward. Like I was disappointed that it's over, some feeling like that.

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Gato606

  

It was very nice and entertaiment to play this megawad, the maps have a very nice design, it has a good effort for creating good quality maps, also visually is very interesting, it has its own set of textures that makes it look very futuristic, also custom sounds and music that fits with the setting and despite being done by various mappers, there is coherence between maps.

Only thing I didn't like on this megawad:  it gets tiring some levels with so many ambushes, like, we drop you in an closed room with many and powerful monsters, go help yourself... and it becomes really annoying on map24, which turns into a real slaughterfest.

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trrobin

  

After having now played this gem dozens of times, because of the sheer quality and immersiveness of it, and only recently realising that this was uploaded on here, it obviously deserves a rating.

I can't think of anything interesting or descriptive to say that hasn't already been said by other reviewers here so I will keep it brief.

This is, simply put, one of the finest works of doom editing that has ever been released in all of it's history.

The design and gameplay are both first-rate, with the textures being of a particularly high quality.

Music is always fitting, thing placement is well thought-out, and there is bundles of atmosphere and a sense of adventure to be had throughout. And it works equally well in single or multiplayer.

Inspiring, unique, and extremely re-playable.  An absolute must-have.

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galileo31dos01

· Edited by galileo31dos01

  

Done on HMP/continuous/saves.

 

This wad is beyond greatness. Visuals are incredibly awesome, I love the palette used especially the liquids look really good. Music is so fitting and, even if it isn't very "Doom-ish", for this wad is perfect because it really made me feel immersed into the atmosphere of the game.

 

Combat in general is medium, more or less like in Doom 2 and TNT, there are all levels of difficulty maps without exaggerating on monster placement. I didn't find any cheap traps or unfair situations, always fun stuff. 

 

Secrets at first looked confusing to find but as progressing I could spot them better and they are all very rewarding. My only tiny complaint would be about the super-secret exit in map 31, I didn't see anything intuitive that could make me think there was a secret path there, you know where (I won't spoil). If there were any clues then I shut my mouth but I don't think there were any. 

 

My favourite maps were 7, 19, 31 (despite what I said), and there're no disliked maps. Also the ending really blew my mind, neat as fuck.

 

So yeah this is a top quality mapset in terms of visuals/music. Literally beautiful palettes. Right now this is 10/10.    

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NuMetalManiak

  

this wad is as tasty as ramen noodles. it's good-tasting.

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Grain of Salt

  

The cohesion and quality control of this wad are unmatched. BTSX is the defining moment of this era of mapping.

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HavoX

  

I'm reserving my judgement until Ep2 and Ep3 are released...

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Myst.Haruko

  

It's one of those rare mapsets I enjoy rediscovering again. Music,atmosphere and visuals stroke me when I first time loaded this wad. Anyway,I'm bad at writing reviews,so I leave 5 starts,because  mappers and their work deserve it.

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WH-Wilou84

  

A true masterpiece. Everyone said it all already, but I'll do it again nonetheless : tons of effort have been put into every aspect of the project, from graphics to music to the maps themselves. BtSX features some of the best modern Doom mappers ever, and it shows : every level is gorgeous and inspiring while staying within good old vanilla Doom's limits - an impressive feat. A minor nitpick of mine is that maybe the gameplay curve could've been smoother (you get the SSG and meet almost the entire Doom II cast in the very first level !), yet the maps are diversified enough and always interesting, and some of them have a gameplay style of their own, from the map02 rocket shenanigans to map07's titular Mastermind mothers to map19's roaming Viles here and there. Overall the experience is always fresh and challenging. BtSX E1 has achieved its status as a modern classic, and the praise it gets is well deserved. Thanks again for this, essel & team ! 5/5

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j4rio

  

It's good.

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Voros

  

4/5, absolutely dreadful. The demon placement and map architecture always fills me with dread.

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Gothic

  

One of the greatest. Can't wait for the finished E2 and E3

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ShoDemo

  

What can I say. This is the first custom wad I have ever finished. This is the wad that got me interested in Doom community levels. This is the wad that made arch-viles my second favourite monster.

 

The textures are beautiful, the soundtrack is amazing and the gameplay has variety and is a decent challenge.

I recommend this wad to everyone, whatever the difficulty you choose may be. It's a work of art and you seriously need to check it out.

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Doomkid

  

lol this is a really nicely made wad, like duh, its BTSX E1. Go play it now

 

 

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Csonicgo

  

During development, I made sure it worked on "the real thing", and in the process this wad broke Doom to the point that it could have destroyed my computer's hard drive. If that doesn't say "it sucks" then I dunno what does. 5/5

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Jimmy

·

  

Boring greybase textures. Layouts aren't straightforward corridors. Too many revenants. Music sounds like a Mariachi band falling down a flight of stairs. Enjoyed the goatse pipes in MAP22 though. Shit otherwise. 5/5

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Tarnsman

  

I feel awful for having contributed to this void of artistic integrity. 5/5.

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Demtor

  

This was the second custom WAD I played through since my Doom hiatus 15 years ago. I didn't know things like this existed and I was shocked and amazed both during and after play as the ending is just fantastic. What an amazing detailed work of art that really felt like it's own game without stepping outside of the Doom 2 umbrella of greatness.  5 Stars, easy. 

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  • File Reviews

    • By amackert · Posted
      Visually there is a ton of attention to detail which is always a treat to look at, and the actual map designs of the first four episodes are very well done. I enjoy the "new" monsters and some of the upgraded weapons, it definitely makes certain parts of it feel fresh compared to the typical wad. The challenge on UV was just right for me with few if any parts being too overwhelming. Overall it gets a 4/5 from me because I wasn't a big fan of the fifth episode set of maps, both thematically and gameplay-wise. Ammo starvation was real there in those last few maps which isn't a lot of fun to me, not to mention its too drastic of a change compared to how the rest of the wad plays. Also, thematically I feel like these end-game maps would have made a bigger splash as mid-game maps, not finale maps. Great idea with the final boss mix-up though, I enjoyed that. I do still prefer Ancient Aliens as a whole (a wad that I feel is much better balanced overall and is more interesting of an experience), but Valiant still comes highly recommended from me.
    • By hardcore_gamer · Posted
      I agree with BChricton78. Rather than being fun to play, this remake just highlights how massive of a difference good lightning and texturing makes to a level/game. I know this isn't the fault of the makers of this mod since they were merely remaking the original Doom 64 levels, but these levels frankly aren't very great when stripped of the improved Doom 64 graphics. So much in fact that it makes me wonder how important level layouts even are compared to other aspects of the visual presentation such as texturing, lightning and rendering.
    • By silentzorah · Posted
      Good stuff.  Only giving it four stars because though the new music was good, I just wish there was more of it.  Still, this wad is absolutely worth your time.
    • By BChricton78 · Posted
      Umm... From the brief snippet I played, I'd definitely give them an A for effort... But this just feels... wrong to me. I'm sorry but playing Doom 64, without the lighting, atmosphere, redone sprites and ambient music? No thanks. It just takes away the things that make Doom 64 so special. Still a nice little attempt at recapturing Doom 64, but I'm better off with Doom 64 EX, for my fix.
    • By Agent6 · Posted
      And thus, oh you know what I'm going to say already, Doom 64 for Doom II has been finished, played through GlBoom+ 2.5.1.5 on UV.   So for an introduction, as the name implies D64D2 is a recreation of the classic Doom 64 originally released as a console exclusive for the N64. It aims to recreate the levels along with their gameplay using mostly vanilla Doom II resources. It features a new menu background, ENDOOM screen, new music, a few new enemies, namely the Nightmare Imp and Cacodemon as well as the final boss the Mother Demon, a few new textures, new intermission messages, a new end level screen, but no custom sounds or weapons, meaning that the unique and iconic Unmaker was not recreated in any way.   For a recreation, I must say that the levels and their gameplay come quite close to the original Doom 64, nonetheless various liberties have been taken in different forms, ranging from new takes on various puzzles to completely new levels, as well as the usage of the enemies who were absent from the original due to memory limitations. The usage of enemies who were absent from the original game comes with mixed results as it doesn't always work, probably one of the most obvious flaws in the game. This is most noticeable primarily in the levels that came closest to their D64 counterpart as the environment was clearly not designed with them in mind. For instance, you'll encounter Revenants on narrow corridors quite often, and sometimes even Arch-Viles. This isn't a problem in larger areas where it's usually quite fun to fight them, but not in those particular areas. Chaingunners do seem to work quite well however since they can easily blend with the rest of the hitscanners.   Compared to the original D64, a major difference is the tone and atmosphere of the game. D64 was slower paced and more atmospheric, whereas D64D2 is faster paced and puts less emphasis of that element, supported by the amazing but more action/fun oriented soundtrack. Perhaps the darker, much more hellish levels such as Unholy Temple are the most atmospheric levels in the entire game, and also the best looking. Unholy Temple is definitely my favorite level in D64D2.   While on the subject of changes, some of them are very interesting. In the Void is probably the most surprising for me. The original map featured a light blue sky and a rather foggy atmosphere while the level itself was pretty bright, how does this map look like in D64D2? Well, it seems to literally take place in a void now. Indeed, the sky is now pitch black but luckily poor visibility in the level itself was avoided, at least for the most part, so there's no difficulty in seeing the enemies and where they are. It's a change that works quite well, unlike others. The most drastic changes were probably done to The Absolution, where you can now locate 3 skulls, but in order to reach them you need to complete their own puzzles first, and they're not the exciting or fun type. The room with the yellow skull was probably the only one that was fun, the others? Well, for the red skull you have to go through an awkward platforming section where everything, including the enemies are... cloaked in darkness, while the room with the blue skull features a puzzle similar to the one seen in the room with the red key (Demon Key on the original D64) on Outpost Omega, except that it's longer, more complex, and more tedious. Not exactly changes done for the better. I don't know how exactly they impact the level though, but in my playthrough I didn't even fight the Mother Demon after aquiring all skulls, I just heard her screaming once while I was fighting the teleporting enemies thinking that she finally showed up to the battle, only for the end level screen to appear immediately afterwards, so I assume she died somehow.   D64D2 also comes with some exclusive levels that were not part of the original D64, and I personally think they're little more than filler maps. They're not awful but nowhere near great either, and I'm unable to find any valid reason for their existence. This is primarily due to their nature. Their gameplay style and tone is very different from all the other levels and in consequence, they feel out of place, not mixing well with the rest of the maps. Still, at least they're very short and straightforward so you don't waste much time with them. And while on the subject, some of the secret levels from the original have been turned into regular maps, meaning that you don't have to search for secret exits to access them anymore. One such example is the previously mentioned Outpost Omega.   All things considered, D64D2 manages to capture the spirit of D64 while also making plenty of changes, yet generally remaining faithful to the original. Some changes might have been done for the worse, but there's plenty done for the better as well. It's pretty short and easy, just like the original, so it can be finished in a day, you can't go wrong with it. A collective effort for an ambitious project that should be well worth your time if you like Doom 64 and want to see a different take on it.
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