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Mothership

   (2 reviews)
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This is a single map set on a UFO. Works only in Eternity 4.00.00 or higher.


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baja blast rd.

· Edited by rdwpa

  

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The Eternity Engine has a steadily expanding set of features that position it in my mind as "prBoom+ with spice." It can do vanilla-through-MBF emulation and retain a similar in-game feel, and it has portals, a MAPINFO analog, a content definition language that stretches far beyond DeHackEd, and more. It even has a scripting language. 

 

Mothership drives that home, especially if you have played Ancient Aliens. It captures similar design ideas and feels Boom at heart, but through extensive use of portals, it renders a multi-story spaceship one could normally just hint at. Outside the windows, sector-architecture UFOs don't hover statically but glide around in the emptiness of space. It's a sorcerous effect created with polyobjects and scripting. 

 

Beyond the bells and whistles, the core elements of Mothership hold up okay. Deliberately idling underneath skillsaw et al.'s shadow makes it easier to notice faults and underachieving: Fights that can be slick and entertaining but rarely flesh out their ideas all that thoroughly. Visuals that are clean and eye-pleasing but are sometimes dull, not a function of lacking detail (the "quantity" is similar to Ancient Aliens's) but of limited contrast, of low variety in design motifs. My favorite nuance comes up later on, in a messy brawl with archviles perched high above on a 3D floor platform. Instead of hugging the outskirts of the arena, you can hide under these archviles, too, remaining fragile and in the fray.

 

3.5/5, minus 1 for using stars.mid, plus 1 for using stars.mid. 

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stewboy

  

0/5 for the overrated music track

 

5/5 because I played this on the easiest skill setting because I suck at doom and yet the map still managed to be fun and surprising and gave me hope for what is possible to make in the eternity engine

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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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