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UNDERSEA.WAD

   (31 reviews)
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Havoc Crow

  

A 10-minute long map with fairly unremarkable gameplay. As is the case with many old maps, its main strength is the visual variety of the different locations. Still, there's not that much in terms of exploration or branching paths; a good part of the map is just going from room to room and shooting at the anemic groups of monsters. Not terrible, but not a classic. 

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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 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 gives 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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