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Antarctica Excavation

   (2 reviews)
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The episode takes place in Antarctica. UAC found some mysterious shit deep under ice, and established a base around it. You are a marine positioned to guard the surface part of the facility. One day something goes seriously wrong and a portal to Hell opens... You have to descend deeper into the base and find a way to stop the demonic invasion.


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Zalewa

  

I like this mapset. It's short but with constant action. The maps progress slowly from base theme to hell, but unfortunately they do seem a bit "samey". Maybe that's due to the use of blocky design, but then again this isn't visible that much. The maps are rather open in overall.

 

It isn't anything mind blowing, but it's well done and if you like playing standard Doom, you will like this mapset.

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Dedalus 80

  

I very liked the structure of the maps, the general atmosphere/setting and the music. The maps have personality and are immersive. They are properly long and articulated. The fights instead are not equally good: mostly not bad but often messy and unnerving. Sometime i found the ammunitions to be almost insufficient. Also some weapons are given to the player too late in the episode (chainsaw: map7, BFG: map10. Maybe it's me??).

In short: good wad but don't expect top notch battles.

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  • File Reviews

    • By Argenteo · Posted
      Amazing episode, some custom decorations and good care to lights and shadows. I like how he uses the playing space (wide corridors) and how it affects the combat. Despite her beautiful voice, you gotta kill her. Burning trees.
    • By aargh · Posted
      Nice, tight level design. E1M8 was an amazing puzzle map.
      It's surprisingly difficult for a Doom 1 WAD, but for wrong reasons: constant ambushes, monsters teleporting right behind you. Also, there is a serious lack of medikits. Fights with 5 % health and hitscanners all around are common.
      Still, it was quite fun.
    • By northivanastan · Posted
      Seriously underappreciated WAD. If you've played the Japanese Community Project, Manbou (burabojunior) was the most prolific contributor, and without his nine maps, the JPCP wouldn't have the same reputation for fun and artistic flair. He announced Water Spirit in the text file for JPCP, and released it a year later. These are three somewhat challenging maps with high enemy counts and visuals even more stunning than his JPCP maps. Manbou is probably my favorite visual artist in Doom. My only complaint is that the PWAD as a whole is really short, consisting of only three maps that are about ten minutes of gameplay each. It leaves me wanting a lot more.
    • By Argenteo · Posted
      Big non-linear tech-base with no music replacement (D_running ad-eternum).
      I know there's a more polished version in an unfinished megawad, with a lot better combat and navigation. Cool idea, not sure about the execution. I recommend playing the reworked one.
    • By northivanastan · Posted
      Would be a 4/5 if it weren't for the last stretch of levels (maps 20 onward) which are absolutely fantastic.   The levels are quite short, but combat is really challenging, especially if you try to get all kills (which I didn't). I think it leans a bit too much on ambushes in some maps, but thankfully there are concept maps like Gladiator, 200 Mega Hurts, and Demonology to prevent things from getting boring. That each level flows into the next, through the elevator (and sometimes other things), is a really nice touch. The visuals are probably the best possible with vanilla textures, and the music, while difficult to listen to, is perfect for this WAD's "chaotic evil" style. It's a WAD worthy of its author, the master of chaos Cyriak Harris.
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