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Paranoiac

   (2 reviews)
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14-map hub set in the Black Mesa military-industrial facility within the Half-Life universe. Following the escape of your character, Rolf Bellmer, after uploading a computer virus into the Black Mesa databanks, you seem to emerge victorious. Unfortunately, the sinister forces of the government and the aliens have other plans for you. The game is story-driven and features multiple objectives. It uses the excellent textures of Half-Life, sprite-based enemies and non-player characters from Half-Life, models (some of them interactive), true 3D environments and other features of GZDooM. Tested with GZDooM


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NuMetalManiak

  

improves HEAVILY over Paranoid, while still keeping the very first episode of it, some of the levels are shorter than the ones in Paranoid, which is good, plus three new weapons and a few new enemies show up too. the last episode is a strange one, putting in Doom monsters in a Half-Life-themed mod for about two levels. Very long-winded, but worth the playthrough.

 

settings are done well, from Black Mesa to Xen itself, although not everything is perfect. the Gargantua doesn't seem to have a mass value so hitting him with an RPG (or even the headcrabs with that one that you are supposed to fry with electricity) makes him go flying. also some of the moving platforms in the Xen episode don't seem to work properly, in other words, I seem to slide off of them if I don't keep up, and a few corridors seem to have a wind effect when they really shouldn't.

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tempdecal.wad

· Edited by dmg_64

  

Level design is wonderful thanks to the extensive use of 3D Models and other advanced GZDoom techniques such as slopes and various other effects, you assume the role of an agent who's mission is to upload a virus to Black Mesa databanks, your progress is complicated by different encounters, zombies, Xen creatures and HECU forces, the levels are connected together so you may have to revisit locations to complete objectives.

 

A fantastic looking mod however it suffers from few balance issues, there's too many enemies on the first levels and very little ammunition, I ran out of ammo several times before doing any progress, Vortigaunts and HECUs are tough as you would expect them to be, throwing grenades at you occasionally, those were the reason I repeated the level over 4 times, I had to use the save game option eventually, It wasn't until later in the game when things started to pick up as I gained more weapons and ammo, I was little bit disappointed you couldn't recreate some of the weapons like Tau Cannon, Grenades.

 

The pace is slower compared to other Doom mods so you're going to have to take your time to explore levels looking for your objective, the mod does a good job at directing players to their next objectives via walkie-talkie pickups, There's a bunch of secrets here and there, most of the time they are hidden in vents, I liked the level where you can torture Xen specimens held by scientists lol.

 

The last fight on the first episode vs Gargantua, I'm not sure if this is the intended behavior but this particular enemy has a very low Mass value, meaning the Boss keeps bouncing around the field as you fight it.

 

Overall it felt like a nice break from regular Doom maps, it may be tough on the first level but as soon as you move on to next level and gain access to more weapons and ammo things get a little bit more interesting.

EDIT : I just noticed there's 3 more episodes, weird the mod doesn't take you to next chapter after you're done with the first one, going to give them a shot.

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  • File Reviews

    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
    • By geo · Posted
      Believe the hype, Sand Chain is indeed a terrible map. Not terrible like oh this must be someone's first map or designed by a team of kinder gardeners and their friend in second grade who can use DoomBuilder, I'm talking hall of mirror walls, coupled with the fact you can go through the game's exit switches. The map is short and sweet, which only adds to how terrible it is. The level is a single hallway with... get this... a bend! Oh stay with me here... and then after that bend, there is a bank of switches! Yeah, that's it. The level isn't meant for Nightmare, but it should become everyone's first accomplishment of, "I can beat this level on nightmare."

      I suppose in an artistic way, the hall of mirror affect on all walls is to disorient the player, so they miss the big twist at the end. Thus costing speed runners valuable seconds on their first play through. The big twist being the bend. Other than that, there are plenty of shotgun shells, shotgun troopers and health to ensure you make it to the end of this brutal and rigorous test of endurance over the course of 5 - 30 seconds.

      This is the level that has become famous, because everyone needs to play it themselves to add their two cents of "it's crap" to the pile of reviews that will no doubt entice more people to play this game. It's a gorgeous display of everything wrong without the annoyance of having to play it for longer than a full minute. Complete with someone from an aol email to spice up it's true 1995 feel... despite being made in 2009.   * slow clap * You've done it. You've found a new twist on terrible.
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