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Doomed in SPACE: 13 Maps for ZDoom-based ports (fixed version)

   (4 reviews)

About This File

Welcome to Doomed in SPACE!

The year is 2088. The UAC's current goal is to remove the line that separates men from machines. Certain undesirables are sacrificed, analyzed and experimented on for the sake of progress. The promise to integrate more effective weaponry directly into the human body keeps the research funds flowing in.

You are one of the UAC's victims - a genetically modified bounty hunter. You were stolen from your home colony as a child but proved harder to control than most of their young test subjects. Using your increased speed and strength, you managed to kill the men guarding your cell and escape in a stolen shuttlecraft.

That was 18 years ago. Crime is the only means of survival you have ever known. Once again, you find yourself locked in a cell, at the mercy of the UAC. An armed medic comes through the door and into your cell. As he checks your vitals, you quickly grab his head and snap his neck. His body lies on the floor and the gun is now in your hand - It's time to escape.

Important notes: You MUST play with freelook ON. Jumping and crouching must be turned OFF. You must also turn the 'infinitely tall actors' flag OFF, as there are several 3D bridges used throughout. Difficulty levels have been very thoroughly implemented, so if you're finding the maps too hard or too easy, simply adjust accordingly.

Levels designed by: Doomkid, Crunchynut44, Pinchy, Nevander, Bootleg Guy, Angry Saint, Fred512, Empyre, UberGewei and Mosshopper

Graphic resources: Obake (Wavegunner), Doom64, Duke Nukem 3D, Strife, Wolf3D, Star Wars: Dark Forces, area51.wad, equinox.wad, anubis.wad, skulltag.wad, Complex Doom, ChaosCore CTF (Map10 sky), Xaser



~ Special Info ~ Since you actually bothered to read the text file, I'll let you in on a couple secrets. In multiplayer, if you select the 'easy' or 'medium' difficulty levels, you will be faced with an entirely different arrangement of monsters, far more imposing! Hopefully this will allow your survival or co-op sessions to be fresh a second time around. There are also two hidden maps in this wad, at slots 31 and 32. They were created by myself and Joe-ilya. They are not a part of the official campaign and can only be accessed in game by cheating, but they seemed too good to simply discard. Just a little bonus for those of you who dig a tiny bit deeper than the others.

If you enjoy Doomed in SPACE, please be sure to let us know on the Doom forum of your choice. Everyone who worked to make this project possible would love to hear your thoughts.



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seed

· Edited by seed

  

"Space all over again."

 

Thus Doomed in Space has endeth, played through GZDoom 4.1.3 on Expert difficulty. An interesting story oriented wad, so let's see what else is there to it.

 

DIS is a 13-level Doom wad centered around exploring space stations and story. It comes with a background menu, fonts, status bar, intermissions screen, enemies, weapons, and sounds, almost TC levels of modifications. The actions takes almost exclusively on various stations, apart from some a few open areas here and there.

 

The difficulty curve is the traditional kind, starting easy and getting more difficult as you progress, although it never really gets difficult overall. And this is perhaps where the one major flaw lies: the gameplay.

 

In simple words, the gameplay of DIS is very slow paced. The enemies are moving very slow, their attacks are slow, and the weapons have a slow rate of fire as well, in addition to not carrying any punch (they're all laser based, so I guess they can't really carry any). This unfortunately makes the whole experience very, very tedious, to the point it's a struggle to keep pushing forward. Everything is so slow that is rapidly turns into boredom, after just a few maps.

 

The maps themselves also feel too similar to each other, despite contributions from various authors. Apart from a few which have open areas and also make use of GZDoom features and tricks, they have a very vanilla and cyberpunk feel but fail to impress and use the textures to their maximum. The white color is also overused, almost Doom Alpha levels of overused. They have an interesting layout and good flow, but with the sole exception of certain places on a few maps, they're boring to explore.

 

Unfortunately, there isn't much else to add this time, so to sum up, DIS is an interesting concept but it doesn't capitalize on its ideas. There isn't much that stands out and it doesn't have a whole lot going for it, apart from the ideas and an interesting story. According to the last intermission screen, there may be a sequel, and my personal advice for a sequel is to: make the maps more impressive. As they currently are, there's barely anything that really stands out. The weapons and enemies need to be much faster than they currently are, if the action is too slow paced it is way too easy to fall into boredom, in addition to the weapons not feeling satisfying to use, their sound design is lacking. Coupled with a few peaceful music tracks, and you have a serious problem in your hands. If all these things get remedied in a potential sequel, I think it will really shine, because there are fundamental issues going on which prevent it from reaching its full potential. Is it worth a shot? I say yes, but I will also not pretend that if it fails to catch the attention of the player it is best to stop after a few maps. The formula doesn't change and after a few levels, you have pretty much seen everything. Otherwise, if you're looking for something slow, just to relax, it might be a great candidate. If you prefer faster paced combat and more impressive levels, I would recommend checking out Doomed Space Wars after/instead of Doomed in Space. They share similar goals, but have very different themes and vary greatly in execution. DSW also has much faster paced combat and is noticeably more difficult, so if you're looking for a challenge, it offers just that. So, pick up your futuristic weapons and start blasting monsters to pieces.

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NuMetalManiak

  

this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.

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Combinebobnt

  

zombieman killing simulator. Was actually better than I expected though

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Rosh Fragger

·

  

This is an absolute must-play wad! All the maps have been made with care and the pacing is excellent! You have added some pretty interesting custom enemies that spice up the gameplay, making it one heck of an awesome journey! Enjoyed this wad immensely when it was played on ZDS and TNS ZDaemon sessions.

 

Astonishing work guys!! <3

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  • File Reviews

    • By erzboesewicht · Posted
      Really good puzzle map in a big dark metal/stone building. It catches the atmosphere of Bob Evans' Eternal Doom stuff, and I think there are even some homages to some other Eternal Doom maps as well (for example, the big two-layered outdoor area looks a bit like the "amusement park" in MAP26).   In my experience the puzzles were a bit easier than in "Silures" or "Excalibur", but it's possible that having played a lot of puzzle map stuff since I played Eternal Doom, having played through the whole canon of Bob Evans and Jim Flynn, and liking to search for Doom secrets in every map has made me recognize certain tropes better. The puzzles I liked most were (the spoilers only give minor hints):
          Gameplay is good too, at the start ammo is scarce so the chainsaw and berserk are your friend, and midtiers say hello from the start on, but hitscanners are the biggest threat. Rockets should be saved for archviles until you find the first larger cache.   9,5/10
    • By Somniac · Posted
      Fun, challenging set of maps that looks much better than you might expect for the time it was made. These maps will still slap you around a bit on HMP if you're not staying sharp. The author is fond of Chaingunner ambushes which keep you on your toes. I didn't find the SSG until around MAP05, which was cool, I like when its not given out too early. Pistol-starting the last two maps is pretty tough, but doable.   The map designs do a really good job of letting the player see crucial areas from different angles through progression and the layouts are really tidy overall, and feel a bit more modern than a lot of other 94/95 maps I've played. There are some really nice large-scale vistas (like the start of MAP06), nice uses of verticality and a good mixture of tight and more open combat.   Recommended!
    • By Darman Macray · Posted
      Spectacular visuals and engaging combat make this an absolute must play. There's a puzzle with a "Shoot the thing" answer that kind of comes out of left field and can be an easy place to get stuck if you're not on your toes, but that hardly stops the map from being a thrilling masterpiece.
    • By Darman Macray · Posted
      E3M9's refrain of back-tracking to a church for keys is a little tedious, and there are a few moments where things can become a frustrating key/switch hunt as you figure out what to do next, but aside from that, this an intense and rewarding adventure with beautiful lighting and architecture.
    • By JKWAD · Posted
      This actually Reminds of Me Epic 2
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