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Fear Station: Charlie

   (2 reviews)

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About This File

Tech-base themed map with non-linear design and alternative paths. Gameplay varies depending on the order of weapons you pick up.


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Zalewa

  

I have trouble rating this WAD. On one hand it's well detailed, the gameplay involves constant action but with minimal ammunition, there are some difficult moments but they never surprise you and they allow fair space to take cover and the map layout is manageable.

 

However, the map is really big. The layout is 3 dimensional with 3D floors everywhere, which forces you to navigate the map in 3 dimensions and you can't rely on automap 100%. There's also lots of architecture copy-pasta and because of this, the looks do get boring after a while. The map also limits itself to rectangles (long corridors or wide rooms) with little to no obstacles and no intricate constructs to provide interesting fighting environment.

 

The bads level out the goods and the result can only be summarized as average.

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StormCatcher.77

  

Good work. The gameplay is not very difficult if player do not hurry too much (like me). The map does not limit the player in the maneuver space, allowing him to move around the level quickly. At the time of mass spawning opponents, it is convenient to take them off. Many monsters can simply be left to wander in the base's corridors ... and then accidentally stumble upon them (but it's even more fun). The level is not overloaded with details, but it can not be called empty. In my senses, it is somewhat reminiscent of Q2. Despite the presence of external textures, the classical make 75% of the atmosphere.

 

If you look at the structure of this map, the look is sharpened on the repeating elements of the geometry. They look quite organic, but it would be worthwhile to make different locations less similar to each other (I give this advice also to myself :3 ...). Since the level consists of similar elements in it, it is difficult to navigate visually. I often have to look at the map.

 

Doom_Font_Green_Arrow.png  First Demo Attempt - GZDoom 3.2.0, 28 mins

 

In my collection:

 

Blue_3_5.png - Visuals (3 / 5)
Blue_4_5.png - Detailing (4 / 5)
Blue_3_5.png - Gameplay (3 / 5)
Blue_4_5.png - Atmosphere (4 / 5)
Orange_3_5.png - Difficulty (3 / 5)

 

Green_4_5.png - Overall Rating (4 / 5)

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  • File Reviews

    • 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.    
    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
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