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DEADBASE.WAD - `Wasteland: Dead Base'

   (17 reviews)
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About This File

the setting is open-field/city-like, bright light, many buildings, high demand of processing power.

This is my first attempt at creating WAD files for DOOM. The creation of this WAD was made possible by the two great programs called DEU 5.1 and BSP 1.1.

In this WAD I made my attempt at the creation of multi-floor buildings using teleporters along staircases. The only 'true' teleporter is the one in the beginning, all subsequent teleport effects should be ignored (if you don't look at the map too often the illusion of multi-floor is better....) The jammed door that you will find helps creating the effect of two separate floors.

I also tried to concentrate in creating a realistic (and also playable) lighting conditions, I wanted to have buildings cast shadows, but that would require more hours of sector hacking and many more 2-sided LineDefs which would slow down the game a lot, so I dropped the idea. As for the difficulty, this is an average level, the experienced player will have no problem to complete it.


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Argenteo

  

First in the trilogy. Nice introduction. A bunch of buildings to explore. Conserve your ammo, don't know what could happen latter. Into -> Mntfire.wad -> Sandsdth.wad. They were meant to be played continously, ignore the ammo room on subsequent maps.

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Unknown date

  
Extremely fun, extremely well designed map...That is if you actually try to -play- the map, instead of go all sunder on it, or just play it looking for detail, like most of the reviewers have. Extremely atmospheric, extremely nice pacing, and overall just a really awesome map, especially for 1994. The ending kinda disappointed me though, really had me there for a second!

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Unknown date

  
This is by far the most athmospheric map ever done for doom. Its true value is revealed only in coop play. I love it.

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Unknown date

  
Ok map, not that great in my opinion, some of the texture schemes are a bit... weird.

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Unknown date

  
Ah the memories...this is probably the first PWAD I ever played (or one of the small group of my first PWADS), and if I'm not wrong it was supposed to be "paired" with "Mountain of fire" :-) 5/5 just for the nostalgia.

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Unknown date

  
This is from May 1994. It's basically a simple town-style map, with lots of one-room buildings. Most have a few power-ups, some have crate mazes. There's a surprisingly large amount of monsters, although they're mostly weak, and you can just chaingun 'em. The design is bland, with a few clever bits - information screens and some multi-storey staircase / teleports. Overall it's nostalgic, but should have been condensed to a quarter the size.

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Unknown date

  
Hardy a classic. It's just a bunch of square, gray rooms arranged in a semi-realistic way. 3/5

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Unknown date

  
Bad: Dull, unchallenging gameplay; Many drab, useless rooms. Good: Large, semi-non-linear layout; No noticeable errors; Crude but interesting room-over-room effects. Funny: The two dead, armored Marines in bed together. Overall: There are worse ways to kill a few minutes. 2/5 -VV

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Unknown date

  
I agree with VV. Nothing special.

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Unknown date

  
As for me, it's just a bit of nostalgia - I remember playing this map in 1995... Then I rediscovered it by sheer luck few months ago...

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Unknown date

  
yay, i love this map! a true classic. -sargebaldy

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  • File Reviews

    • By KickAss · Posted
      I don't know what to think about a file which has no file size description. A lot of promissing information is written down here but nothing about the file size ... . The pictures are not that promissing too. They look a bit better than the old ZDooM port but GZDooM looks way better even with all settings vanilla imho. I don't know why I should dowload this.
    • By Robo_Cola · Posted
      Very cool mod that does exactly (for the most part) what it sets out to do.  If you like the more horror/oppressive side of Doom (or even the palette of the original Diablo), this is your pick.  It looks particularly good in Software mode with the diminishing lighting not shifting the reds (as much), and the lighter blues look absolutely *gorgeous* in particular with the Plasma Rifle.

      Love it or hate it, it's worth a play-test.
    • By Obsidian · Posted
      This is a bit of an interesting one to revisit for me: Whispers of Satan was a mapset I played fairly early in my mapping career and it's influenced my approach to level construction and visual design more than I initially realized. At the time I ran out of steam around MAP22, but recently I decided to take another stab at it and finish all the levels. Which I did! Having done so, these are my thoughts.   Gotta start with the big one: Whispers of Satan is a damn good-looking mapset. Excellent texture usage and attention to detail were big draws for me when I first played this years ago and I ended up mimicking it a lot in my own work: to some degree I still do, honestly. Maps like MAP10, MAP16 and MAP28 stand out as particularly good examples of this school of design, with all the detailing work coming together to craft an excellent sense of place. This is bolstered by the custom soundtrack, which has some absolute bangers in it (in my decidedly unmusical opinion :P).   I also gotta shout out the fact that Paul and Kristian undeniably had fun putting this together, as can be evidenced by the silly little easter eggs and gags that are present throughout. There's the secret and super secret maps of course, but you can also spot a little bit of silliness in the main lineup and it's a touch I appreciate in the way that it gives a mapset life and charm. Again, it's something I was inspired by in my early mapping career and you can thank WoS for any gaff or joke you find in my own maps.   There is however an elephant in the room that I have to address and that is the map design itself. Other reviewers have pointed out the excessive symmetry that plagues a lot of the map architecture, but there is also a general sense of formula that can wear on you as you progress through the megawad: by the time you're in the final third of the main block of maps, you can distinctly see them falling into the same gameplay pattern and it starts chafing in a big way. MAP25 and MAP29 are two big culprits in my eyes, but there are plenty of early maps that follow the same formula and get a pass simply because of their placement in the megawad and (relatedly) the length of those experiences. This formulaic approach also creeps into the gameplay and monster usage and serves to make the latter half of the megawad something of a slog to get through, which explains why I didn't progress past MAP22 all those years ago.   I ain't gonna say that it doesn't deserve its Cacoward or anything though: I can appreciate the work that went into creating Whispers of Satan and the influence it had on what came after. It definitely has its flaws and as a gameplay experience it doesn't really hold up, but I can still admire it as a piece of Dooming history and I wouldn't be the mapper I am today if it didn't exist.
    • By Walter confetti · Posted
      Take a shot at this editor on dosbox and it's pretty impressive for such a old editor! Pretty easy and competent program, looks like a ancient version of the most popular Doom Builder editor.
    • By Maribo · Posted
      Heaven, with a blue coat of paint.
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