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YOUR DEAD! the terrible tomb...

   (1 review)
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About This File

YO EVERY THIS IS MY FOUR LEVEL I HOPED YOU ENJOY IT!!!!

story:

a long time you stayed at the base, "man, this place BORING!" you said in frustration. Nothing to do, you decide to take a walk in the country. suddently, you are radio by UAC high command: marine, we have descovar that the demon have constructed a base, and it is close in your visincity! we believe they are conducting many research there and we need to put a stop to this, your mission to clear out the base then infilterate the communacation center and radio for backup.


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baja blast rd.

· Edited by rdwpa

  

Astonishingly, this is no trollmap. It still won't be for everyone. 

 

Visuals are generally ugly, but every area is redeemable, and interesting, for one reason or another: enigmatic mood, striking use of scale, strange custom textures, narrative detailing, etc. Clocking in at above 20 minutes without foreknowledge, it's one of darkmaster's longer maps, and he changes up the style from area to area to keep it fresh. A good idea, imo, since no one style herein is compelling enough to justify full persistence. 

 

Combat looks crude and spammy (it has a "throw in lots of revenants and, oh yeah, viles" flavor to it) but looks can be deceiving. It plays surprisingly well if you're fine with the difficulty. UV is tough. Difficulty settings are implemented, though, and HNTR and HMP yank away archviles and add powerups. Most of the monster count remains. Even HNTR is full of mid-tier bully mobs and hectic crossfire.

 

This is easily my favorite darkmaster map.

 

Also, the story in the text file is phenomenal. 
 

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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