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The Deimos Incident

   (6 reviews)
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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.

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


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Summer Deep

  

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.

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Salt-Man Z

  

Just a masterfully done E2-style episode.

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Glaice

  

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.

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YouAreTheDemons

  

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

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NuMetalManiak

  

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.

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AL-97

  

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

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  • File Reviews

    • By NuMetalManiak · Posted
      Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.   this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?   WRONG   while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.   it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
    • By Chipchase · Posted
      Pointless crap.  A small yard, empty except for a futuristic shotgun. No monsters and no exit. See my screenshot and you've seen it all.  
    • By Doomkid · Posted
      Classic funny little skin, still used in servers to this day so I think it deserves some love.   I like that the voice clip says “WHERE ARE A MY PANTS?”
    • By Chipchase · Posted
      More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.
    • By Chipchase · Posted
      Starts with all monsters with their backs to you, and you might as well leave it that way and just listen to the music. One big rectangular room with no finish switch. They couldn't even make the rectangle properly - freehand I guess. Kill the monsters if you want, it's easy.    
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