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Sewers Remake

   (1 review)
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About This File

A vanilla remake of Sewers made by David Calvin in 1994. Remake partly inspired by SgtMarkIV's Sewers. No jumping - No crouching

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This map? One big meh. It's a fairly large Doom 1 map clocking at about 230 monsters on UV, but I stopped playing at about 130. It has certain charm, considering how you can explore the rooms that seem to imitate a real-world location, but at the same time it's bare, squarish, contains inescapable death pits that look like progress and it's easy to get lost in the very small area. Not recommended.

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  • File Reviews

    • By Player Lin · Posted
      Too bad the early part of map make me a little easy to get lost, and most of times, have to shoot down monsters from long distance or they'll shoot you down. The map looks nicely, can see put a lot of effort on the visuals and architectures, but make the gameplay just a little weak. I like the BFG trap because I don't afraid get killed if I'm not quickly, just wait and shoot them, and the final cyberdemon can just BFG him to fall down the pit, that's tricky! Afterall, this still a very nice map to play, just may not fit everybody, but I say whatever you like or not, just try play it atleast once.
    • By Player Lin · Posted
      I like them, even pistol and shotgun only just a little boring, but if they were the first level on each episode for a bigger project then I guess they're good, too bad no more of these...   Oh, the red key on E4M1 doesn't needed jump at all, strafe-run from Sector 61->37->45->60 and you can find the key.
    • By Player Lin · Posted
      It plays good, nothing too bad, I have nothing to complain, but I think the last battle just a little tedious(shoot-move to cover-shoot-move to cover loop).
    • By Player Lin · Posted
      ......when the author never did some checks before releasing any of his shit, and this is the perfect example why this is BAD.   1. The txt files say it's for DooM 2 but no, the map is E1M1 and use D_E1M6 music, so you have to load this map with DooM or Ultimate DooM. 2. The package is mess, looks like just put a lot of wall/flat textures from other WAD into this WAD without clearing or checking(Texture1 contains some non-exist texture infos too), and the MAPINFO defined "stsky5" for E1M1's sky texture but it's NOT exist in the WAD, so you got the "box texture of default ZDooM for missing texture" on the sky...   Please, map authors, even you're newbie, check your shit before release!   EDIT : After a little of research, it seems needed to load with SkullTag's data for some textures(stsky5 is ST's one), so it can be fixed if load this WAD with skulltag_data_126.pk3 or Skulltag_content2.1a.pk3... and I guess the author made this WAD with Skulltag tested...I guess. But, no, it doesn't changed anything for me, the author just leave users clueless with misleading txt file... (And sadly, it means you can't play this WAD with latest GZDooM 3.x release, as it'll fatal error out with script error on skulltag_data_126 or Skulltag_content2.1a...well, now I can say this is ST/Zand only wad.)   The map itself playable, too many ammo laying around and randomly placed seems, make UV still so easy. Maybe needed more enemies or reduced some of them would be better, and other thing else in the WAD just so-so, since the sky texture just missing, the scrolling sky texture feature in ZDooM just useless.   I would give this 2/5 but due to the errors in the WAD I decide just minus 1.  
    • By Coolmenbro · Posted
      Great mod, but where is the humping animation? I dont have it.