Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

The Deimos Incident

   (6 reviews)
Sign in to follow this  

Guest

About This File

//*********// This is my whole Episode 2 replacement, packed together. The secret level (e2m9) is a new one.

The levels, wich can be found individually on /idgames, included here are:

BIG TRUBLE AT DEIMOS BASE (e2m1cl) WAREHOUSE OF THE DAMNED (e2m2cl) AMBUSH AT DEIMOS REFINERY (e2m3cl) HELL WALKS AT DEIMOS LABS (e2m4cl) LOST AND TRAPPED (e2m5cl) DAMNED HALLS (e2m6cl) SECRET LABS (e2m7cl) THE DEMON'S KEEP (e2m8cl) CORRIDOR OF MYSTERY (this is the unreleased secret level)

I have made a fistful of tiny modifications here and there [notoriously the name of the first level ;)], but "the song remains the same".

Have fun, Carlos.

//***********//


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Wanderer

   2 of 2 members found this review helpful 2 / 2 members

Incredibly good and imaginatively looking mapset, made using only stock Doom resources. Have you played "Warp House" by Ed Cripps? That's the closest comparison in its looks that I can come up with. There are no slopes though, so the mapset will not ruin the performance of your old PC.

The difficulty is a bit higher than The Shores of Hell episode that this wad replaces, with combat mostly happening in semi-tight halls and corridors with your usual traps and ambushes that are although expected in this kind of environments but are never frustrating.

2280_screenshots_20170926205528_1.jpg

Share this review


Link to review
NuMetalManiak

   1 of 2 members found this review helpful 1 / 2 members

mostly standard E2 mapset done modern style. nothing major sticks out but there's nothing here that is really bad with the exception of one hallway in E2M5 being horribly screwed up (a monster is also outside the map there). really unique E2M8 map too.

Share this review


Link to review
YouAreTheDemons

   1 of 5 members found this review helpful 1 / 5 members

Bland, jumbled architecture. About as fun to play as Lose/Lose.

Share this review


Link to review
Summer Deep

   0 of 1 member found this review helpful 0 / 1 member

Played on UV, continuous, GL Boom-plus.

 

This is definitely more challenging than the episode which it replaces, with some well designed traps in tight spaces where Cacodemons in particular can be more threatening than usual. If you're a Caco fan, you should definitely play these maps, as there are serious numbers of them! 

 

The episode does tend to run out of steam after three or four levels though, as the maps all tend to look pretty much alike with little to differentiate them - I found it very easy to lose track of where I'd been, or even which level I was on, though maybe that's a penalty to be paid for playing the entire episode through in a single evening. 

 

Sort of recovers towards the end. Level seven is tough and quite memorable, and the finale with the Cyberdemon and associates shows some imagination.

Share this review


Link to review
Glaice

   0 of 1 member found this review helpful 0 / 1 member

Great design overall but for the end, I don't get why (which is a nitpick) it doesn't immediately go to the end episode 2 text but goes to the intermissions screen followed by the graphic seen after you pass the end text. Played with GZDoom 3.2.1.

Share this review


Link to review
  • File Reviews

    • By Walter confetti · Posted
      Is a charming little blue map, i like it!
    • By Zalewa · Posted
      Totally playable and good looking even today. Be wary that there are time-based switch puzzles here that must be solved in order to progress. MAP28 is also a nightmarish switch hunt in an open, Doom 2 Downtown-like area.
    • By TFK · Posted
      This fills up my retro glass!
    • By The_SloVinator · Posted
      EDIT: It appears Tag 666 doesn't execute properly in some source ports or if complevel is below 3.   Let me get E1M8 out of the way first because it's the most confusing thing I've witnessed in a Doom wad. So, you got four switches that kill four barons outside of the map, to make two walls & four marble cubes lower. Basically, a special tag 666 situation. I press all four switches & nothing happens after I wait for awhile. I tried with PrBoom 2.5.1.4., PrBoom 2.5.1.5., GzDoom 2.4.0 & on the latter, only worked once. I looked up the walkthrough of it & there is nothing I did different from the people playing it but they got it to work somehow. It's very strange. If anyone knows what's up, I'd like to know.   The rest of the wad is alright. Maps are way too lengthy and forgettable & just cluttered with too many enemies. Traps are fairly challenging & were the best part of the wad.   But all that wasn't worth it for the last map of the wad to crap on me.   Totally not worth a Cacoward 2011.
    • By damned · Posted
      All the maps are above average, but this is Legendary wad because of Ty and Map10, which is true masterpiece of art. 5/5
×