Vertigo Temple

   (2 reviews)
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Author

Michael Miller

About This File

You are dropped into an odd temple located in the middle of nowhere, filled with hordes of demons and creatures. Your only way out is through, and you're not sure who or what is behind this, but you're determined to find out.

Credits

All credits in the ending.

Thanks to vgmusic.com for the credits MIDI.

Additional resources taken from Heretic, Hexen, Diablo II, Morrowind, Crash Bandicoot, and Spyro the Dragon.

Base

New from scratch

Build Time

Months on and off

Editors Used

GZDoom Builder, SLADE3




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Zalewa

  • 3
   1 of 1 member found this review helpful 1 / 1 member

This map is an example of good ingredients mixed with bad ingredients resulting in a mush that's not too fun to consume. The enemies are fast, bullet-sponge killing machines while you're fragile. The plasma-rifle-skull-rod weapon is pathetic in the damage it deals. The rocket-launcher-phoenix-rod doesn't have enough ammo. The SSG feels like it's been nerfed. Played on "Normal", I shudder to think what it's like on "Hard".

 

I don't mind the Quake visuals or the map architecture itself or the layout, I think it's all good or at least fine. I just think that with differently balanced enemies the map would be much more fun to play.

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Poohlyash

· Edited by Poohlyash

  • 2
   1 of 1 member found this review helpful 1 / 1 member

This map wasn't fun. I lost my interest halfway thru. New gameplay gimmicks and interesting visuals could somehow support my interest in the map, but...
THE MAP IS TOO BIG: Bigger is not better, and never was like that, and it seems like forever to actually beat it.
VISUALS ARE UGLY: Brown on brown with brown and sprinkles of brown on top, no color variety at all. Architecture isnt that impressive and usage of slopes is justified with nothing.
UNNECESSARY/BAD ZDOOMISMS: Slopes mentioned above, custom monsters, that are just normal monsters but it takes forever to actually kill them, like that ice baron of hell, that can tank thru 13 ssg shots like he doesn't care and has no painstate, and weapons with sprites ripped from hexen/heretic/whatever with same functionality, stats, but even shittier, rocket launcher replacement now has recoil, that if somehow affects gameplay, then tottaly not in your advantage, and plasmagun replacement, missiles of which is so massive, they block half of the screen, and are glowing with dynamic lights, so you tottaly wont see shit while trying to shoot anyone really. Also, death script, why?
GAMEPLAY IS BAD: Switchhunt of the map that is filled with bulky new enemies and revenants(Do you have some sort of thing for them?). Player is always short on both ammo and hp. Traps are usually either something opening behind you or you being locked in tight space with lotsa bulky enemies/revenants. Sometimes there is no indication on where to go or what to do next, if, ofcourse, there is no door right next to the switch, how would player realize that he needs to hit that giant bell after the fight to retrieve golden key?
Overall 2 cos of effort.

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  • File Reviews

    • By Obsidian · Posted
      Adorable, if a bit insubstantial: I'd give this 3 stars due to how little there is, but I feel like I'd be ruining someone's day if I did. Also the default hand acts as a somewhat rapid weak chainsaw in the stock maps, heh.
    • By DyingCamel · Posted
      Adorable, but sadly only one room. Wish there were more so I could spend more than 5 minutes in this world. Love super creative stuff like this!
    • By jwilliams051197 · Posted
      These maps suck, please put more effort.
    • By Summer Deep · Posted
      A short set of maps by the author of the excellent Alkylation. These are not quite as ambitious, but still imaginative and with plenty of quality action. Be prepared in particular for some close-quarters encounters with Revenants, Mancubuses and Barons in tight corridors or confined spaces. There's also a custom designed boss at the end which takes a bit of seeing off....   A slight oddity of this wad is the inclusion of mini-levels with just a handful of monsters. The last of these, the 'Postludium', takes place after the boss encounters, and requires you to defeat a Cyberdemon in order to get back to your spaceship. There don't appear to be any ammo or weapons around, so pistol starts are out of the question and you'll be dependent on carryovers from the previous level - make sure to have a good scavenge around before leaving it.   Played on UV, continuous, GZDoom.    
    • By Dedalus 80 · Posted
      Quick and fun to play map. Well chosen music and nice gothic setting. Medium/high difficulty.