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   (7 reviews)
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About This File

Break out of an underground prison and fight to the surface in this 8 level map set for Ultimate Doom

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Ugly but enjoyable, I guess.

Definitely not a newbie WAD, IMHO, details in the link below if you're really that interested.


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Not particularly eye-pleasing in terms of texture choices and applying harsh light blinking effects onto long and tall corridors. Nice approach to abstraction, tho', but it sure will need some more effort to pull off in a less hideous way - the attempt just falls between two chairs under the table, being too mild to be a jokewad, yet too ugly for something that offers a mediocre gameplay value like this.

Reusing previous maps of this tier (i.e. E1M1->E1M6, E1M2->E1M4) is sure stupid, but I can live with it. I quite liked the vine area of E1M3 (if only it didn't tutti-frutti on Vanilla) and E1M8's climatic feeling.

That being said beforehead, I suggest to choose between these paths: either stick to this kind of architecture and specialize in making Mockery-esque wads or improve your skills whilst proving a gameplay equivalent to this one, minus scattering powerups and early strong weapons everywhere, of course.

Regards, Cell.

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Gzdoom with godmode and some use of noclip.  like a 12~ minute playthrough for the whole 8 maps, i estimate.


:) i like bright saturated colors, and i like romping around in an abstract playground.
:) i like casual platforming and crawling up and down hills and such.
:) not over the top in map length, if it was then this would be less bearable.
:) music is good.


:| although abstract isn't bad perse, it's not very stylish in terms of visuals etc, it is that slap-dash joke-wad style.  The only 'prettiness' here is from the fact that bright, saturated colors are somewhat pretty by default.
:| monsters just sprinkled about in an uninteresting way.  I just ignored monsters and godmoded through them.


:( isn't very clear about source port compatability; only the "tested in" section in text file; doesn't work in prboom-plus which is the first source-port i always try.  I used GZdoom and it worked fine.
:( inescapable pits and bugs
:( lifts that just take so damn long.
:( either too many stobing effects or not enough, i can't tell.


compared to these, there are better examples of maps that do the crazy color-barf style of visuals i.m.o.  Though, the wad kept my interest 'til the end so that's a good sign.

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Nine Inch Heels



Either a mildly violent house party with guns and free hallucinogenics, or an abstract (mapping-)philosophical piece of art, or both at the same time (which is what it seems like from my point of view).



Not suitable for people prone to epileptic seizures!

Play in a well lit room!



This made me smile quite a bit for several reasons, one of which being that the author deliberately dropped a chocolate steamer the size of mount everest on established mapping conventions (all of them, I'd say), and did so in such a consistent manner that all I can do is wonder what comes next (because I'm gonna play that as well).


This WAD, or rather the way I perceive it, is a unique kind of sarcasm and satire, served with slick MIDI choices featuring TOOL and Rage against the machine among other classy stuff. Very refreshing from my point of view.


If you're looking for an abstract piece of entertainment, which is just what this wants to be, give it a look. In case you're looking for a little something extra, search "Kala" on wikipedia.

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i enjoyed this quite a bit, it was a bit different than what i'm used to but the visual style was striking.

i did have to cheat and give myself the liteamp with idbeholdl a few times though. the flashing lights gave me a headache and that's not good.

a very strange, abstract experience. i was listening to Tangerine Dream - Phaedra as i played it, and it really fit.

i just like the sheer scale of the areas, and how alien they feel. it reminds me a bit of some of the larger "50shades of greytall" maps, just this bizarre space. jagged stairs over huge falls messing with my fear of heights. despite how abstract the space was, it was clear that thought went into it. i never got lost despite the lack of key/door textures. i like how the maps sort of flipped my expectations in many ways.


there were some negative aspects, like the flashing lights being the biggest issue. the combat was completely non-threatening and kind of tedious tbh. easy, but took a long time sometimes. i would've enjoyed it more with more rocket ammo i think because then it wouldve been less annoying to get through the enemies. also the issues with the 1-time lines were a problem for me.


if you refine this style further, i'd be very interested to see more. but i think maybe many others would prefer to see more traditional maps, so it is up to you to do what brings you happiness!


for potential players:

if you want traditional doom combat, this wad probably isn't for you

if you want puzzles, this wad probably isn't for you

if you want abstract + atmosphere, this is where to go. just don't forget your lightamp goggles

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· Edited by daskraut


"Look, Ma, I found Doom Builder! I'm gonna be cool!"

Architecture: Uninspired. Very.

Detail level: What's that?

Lighting: Awful. Painful!

Gameplay: Well, there are a few monsters here and there...

Makes sense: Not at all. How does any of this resemble a prison?

Music: No complaints here.

Bugs: Typical beginner level texture mishaps. Lots of them.


Do what Myst.Haruko told you already.

But don't let all this negative feedback discourage you, kiddo. Keep on mapping, learn how to do it right, make something great and amaze us!

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· Edited by Myst.Haruko


I don't want be bad person, but you need take your time and learn main principles of mapping and play lots of good maps and of course, learn from them if you want try something more traditional. And please, do not use blinking lights on large scaled, long sectors, unless you want cause headaches, seizures and other negative things to sensitive people and that light effect makes gameplay harder. Also, try change linedef actions into repeatable ones(where you noticed issues), so no reloading maps or cheats will be required to finish your maps.


Oh and also this wad reminds me wads from 90's, where people didn't know how to apply textures properly due limited tools and how engine works. It's not bad thing, lots of people like weirdness and crazy shaped maps. 

Only positive thing I can say about this mapset, that it has good music choice. 

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  • File Reviews

    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
    • By Argenteo · Posted
      Dario Casali siege-carnage adventure. There's maybe a thousand monsters in here, so better find those weapons and start to think how to digest it all. Watch out for those nazi ghost. Built time about two. Funny.
    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...