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UNDERSEA.WAD

   (30 reviews)
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baja blast rd.

  

When I saw an oldschoolexual posted about this, I had to give it a go. 

 

UNDERSEA.WAD is one of those pwads from the initial wave of 1994 that has been remembered by modern players because of its core concept, which shows that creativity ages best of all. That concept is that you're in an underwater base of some type -- although since the interiors tend to all feel similar to one another, lots of gray walls, lots of tight hallways, it's hard to pin the setting down much further. Combat is light apart from some occasional multidirectional exposure to hitscanners. Chainsaw fans might enjoy using the choppers on all the pinkies, cacos, and imps that fill the hallways or are packed into monster closets. It was surprisingly fun rampaging down the bends of a 64-wide maze with it in hand, just mowing down sergeants. There are some occasional satisfying barrel situations too. The early scrolling SP_FACE cube was amusing. (That texture has also aged well.)

 

Overall it just wasn't my thing, though: too much clearing out harmless monsters in hallways, and unlike some other wads from the period, like The Waterfront from a year later, there was not much to the concept. The rocket launcher and plasma rifle are in unmarked secrets that even the computer area map doesn't reveal because the lines are hidden from the automap, secrets that aren't hinted at with a changing wall texture, so without those I skipped the handful of barons. If I vibed a bit better with the map, I might have distracted them and chainsawed them in the ass.  

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Doomkid

  

Thanks to a post by Maes, I found out about this wad. The Maniac MIDI is catchy and fun, and the level itself is still an enjoyable romp today. The idea that you're under the sea is a creative touch.

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Phalgrin

· Edited by Phalgrin

  

Played this first from the Master Levels CD, good memories.

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Summer Deep

·

  

Found this map on an old CD from a PC mag circa 1995, and it was just about the only one that could honestly be described as above average for the era. Graphically very basic, but very tight, involving gameplay and a worthwhile challenge if you have a spare 20 minutes or so.

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molten_

  
extremely impressive for the time.

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Guest

Unknown date

  
Respect to an old friend from the good days. 5/5

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Guest

Unknown date

  
It's pretty good, though not one of the very best wads from the early months.

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Guest

Unknown date

  
A classic wad from my youth, the "Maniac" song was THE touch to an already good wad, which made it just "stick" in my head. 5/5

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Guest

Unknown date

  
Dunno what all the fuss is about.......

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Guest

Unknown date

  
Playing through this always cheers me up.

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Guest

Unknown date

  
my god it's a blast from the past. I got my ass kicked all over the place. You MUST PLAY THIS! ~Csonicgo

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Guest

Unknown date

  
One of the best levels that I have ever seen!

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Guest

Unknown date

  
Well, it isn´t bad, but I´ve played betters.

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Guest

Unknown date

  
Second tier? It was a map that was a delight to play: perfect balance between architecture/gamepla y and ultra-cool music that added to its value. 5/5

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Guest

Unknown date

  
I remember when I played it for the fist time... I was only a baby. It's one of my favourite wads made in 1994. 5/5 -Glassyman

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Guest

Unknown date

  
Very creative for its time, and the gameplay's not bad, either. The design is kind of pathetic by modern standards, though. Fortunately, SOURCE PORT MAGIC allows for an AUTHENTIC UNDERSEA ADVENTURE (holy shit) Just punch in "testcolor blue" at the ZDoom console and enjoy! 3.5/5

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Guest

Unknown date

  
A legendary map from '94. So far above the other crap from that year it's incredible.

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Guest

Unknown date

  
This is a very early level. It tries to evoke a seabase, mostly by having watery textures on the ceiling (which makes no logical sense today, but I cannot speak for the people of 1994). It's not bad for an early level - the textures are consistent, there's a flow, lots of action, not much health. The "rising arena" is decent, and it's a shame the author didn't do more with it. As a whole it's a solid second tier early effort.

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Guest

Unknown date

  
I was entertained the whole way through. Great fun, and considering it was made in '94, this map is just plain awesome. -Snakes

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Guest

Unknown date

  
for 2007 it is nothing special, an ok map

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  • File Reviews

    • By Walter confetti · Posted
      Pretty good looking map in the visual parts, including some really neat light effects as well of some other cool looking touches all over the map. Too bad that the gameplay department doesn't hold with the look of the map, since is the most boring DM map i've played in a while, at least with bots. And that's a shame!
    • By Walter confetti · Posted
      A pretty fun map with a pretty well done texturing and theme usage, maybe the layout is too symmetric for modern standards? Overall, a very enjoyable experience.
    • By Walter confetti · Posted
      A map based upon a previously reviewed map "Hexen Morgue" with better layout and thing placement overall, but doesn't have the trident in the original map, kind of disappointing since i wanted to see that, it was the only nice part of the original map. There's two missing floor textures, missing textures for the surprise crushers and a player spawn in the ending room whit no exit? WTF? Overall, a nice change from the original.
    • By baja blast rd. · Posted
      Proxima Centauri's hot start throws you headlong into what is quite enjoyable combat for the time, a small sandboxy city brawl with imps and pinkies and hell knights and revenants after you, mancubi around corners, pain elementals to take out, and lots of roaming and sniping zombies of every type. That is the highlight, and it's all graced with cheesy sound replacements and James Bond music. The '90s.    It's plain-looking by today's standards but has character, and there's a nifty hyper-dithered nebula sky replacement, although fans of Downtown (lol) won't get their verticality fix. The progression is charmingly incoherent. Lots of random illogical random teleports from one area to another, a lot of what feel like secrets but are actually unmarked … wait you use that key where again?    The major fault is that the puzzly exploration parts are very divorced from the action. It's easy to kill 95% of the monsters before making much actual progress, since most of them are roaming about and demand your attention. Then you  end up with five minutes of teasing out what to do and where to go to exit, in silence, knowing you won't even get to use the extra "fake secret" resources you can find on much.
    • By baja blast rd. · Posted
      This is a riff on Computer Station that starts off unassuming, like a nondescript DTWID map with its uniform STAR* texturing and sparse, lower-tier opposition. But after a short while, it starts revealing that there is more to it.    The long vantages across its open spaces and the scattered opposition and the warped, jagged wall geometry result in a vibe of eerie desolation, especially when you spot monsters far away from you like ants, flickering momentarily in front of windows. In Memfis fashion, there is a recurring tasteful use of "sector gizmos": building stairs and falling platforms, and light pads that you need to step on to momentarily illuminate dark computer mazes. The design can be even more spare than Doom's, but what gives it a strong sense of place is the way areas are regimented visually into regions, with a convincing design logic uniting everything. Upstairs in the "computer station" region, there is a lot of STARTAN and STARGR, but this is surrounded, pretty much enveloped by an outer nukage-filled ring of grimier brown and green walls, which creates a neat structural-spatial effect. Exploration is more like taking a circuitous path through alternating habitats rather than traveling room to room to room. One of the big ideas inflecting that exploration is the use of radsuits essentially as keys, necessary for extended swims through nukage you aren't sure when will end, which spices up the light combat around it. I was reminded of Shotgun Symphony's desolation, although without that wad's immense scale, and certainly without its explosive rocket play. Controlled System goes more for a vibe of horror and dreariness, and doesn't try to match even Computer Station's intensity and use of packed monster closets.    The MIDI was not my favorite aspect of this -- it's kind of a droning, dull track, even though I see what the choice was going for -- but this was a solid 12-minute experience overall.
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