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MOTION.WAD

   (21 reviews)
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About This File

A large level with graphics added, pause to look at the scenery or stare at the clouds. No hurry, you have a long way to go.

Developed for Single play. Difficulty settings control enemy encounters. At all skill levels the same puzzles exist.

No traps exist that can't be escaped.

Ration your ammunition, especially at Ultra-Violent level.

I've included graphics to use in motion effects.

Games in progress can be saved.

If anyone completes the level at Ultra please email a LMP. I've tried and failed, but then I'm a miserable player.

I've developed this under 1.2, but finished development and testing under 1.666. I believe it will run under both versions of Doom, but a LMP should be recorded under 1.666 because it will run about 256k.

If a hint is needed in the room with many transporters, remember the transporter has many sides (examine all of them).

To run the game, use MOTION.BAT and then select episode 2. The graphics are temporary and will not affect DOOM.WAD. Graphics will not successfully convert for DOOM II.


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Never_Again

  
An average 1994 WAD, not great, not bad. Better than its "sequel", at least. I played without the new textures, BTW.

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Unknown date

  
It's OK.

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Unknown date

  
This is a big ole' map from 1995, with a typically angular bug-splat design. It relies far too much on unmarked non-secret doors, such that you have to press every bit of wall in order to progress. The texturing and detailing is a mess, and the action is simple although it improves. On the other hand it's slightly more ambitious than other maps of the period, with a range of different locations and styles, but it's nonetheless unexceptional for 1995 and unimpressive nowadays.

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Unknown date

  
OI! Larry! NO!

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Unknown date

  
awful

Awful

AWful

AWFul

AWFUl

AWFUL

AWFUL!

AWFUL!!

AWFUL!!!

A W F U L ! ! ! ! ! ! ! !

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Unknown date

  
The new graphics seem out of place the monster and item placement seems random at best and the level desgin is underdetailed and poorly thought out. -Captain Napalm

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Unknown date

  
This map has very little going for it. It has all the usual beginner bugs, and poor layout. One slightly redeeming quality of the map is the ending section, which IIRC contained a bit of action. Still, this is hardly enough to warrant a download. Oh, and contrary to "popular belief" UV max can be done. --1/5

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Unknown date

  
I don't think anyone would have played this map if I hadn't given it spectacularized its failure. You owe me one, Larry! I made you famous! -sargebaldy (12-14-9)

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Unknown date

  
Weird, but fun.

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Unknown date

  
Sarge Baldy reviewed this. He said it sucked. He was absolutely fucking right. BAN THIS PIECE OF CRAP

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Unknown date

  
I think this wad is good. But judge for yourself, rather than being put off by its critics.

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
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