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The Basement (first of a series)

   (3 reviews)
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About This File

This is the basement of a large power plant recently taken over. Several Space Marines have already failed to retake. It is crucial that this plant not remain in enemy hands. It is reported that there are spiders in the basement...

The layout of this plant is NOT 'steering'. By that I mean that the layout does not force you down any particular path. There are suggestions (in the form of dead marines) that you take a different route - it's up to you to head the warnings left by your late comrades who thought to charge right in, pistol flashing. The building is logically laid out and as realistic as DOOM2 allows. Again - this WAD is very free-form. Attention to detail and realism are the watch-words here. Explore. If you are one of those who go charging into every room - you WILL die. This level can kill-you-quick. Try to put yourself in your guys shoes - would YOU really sprint into the middle of an enemy filled room??? Fools rush in, etc... 'nuff said. Husband your resources. There is plenty of ammo to complete the level - if you don't waste it. Make those shots count, Marine! There are no real puzzles to figure out to complete the level. If something seems impossible for you to accomplish, either there is probably another way to get the same results or else you don't HAVE to go that way to complete the level. All weapons, including the backpack, are available, except the BFG. This is a large WAD designed primarily for single player and coop play by *cooperative* coop players. Due to the size, a 50 MHz 486 is recommended. Skill levels: Skill levels are incorporated with Hurt Me Plenty roughly equivalent to Ultra-Violence in the original game. Ultra-Violence is meant to be a real challenge, even to the best doomers. Even I die occasionally on UV.


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DoomTheRobot

Unknown date

  
For a wad made in 95', this is pretty good. I enjoyed the new sounds too.

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Guest

Unknown date

  
Good fun. It's an attractive powerplant map, and for July 1995 the level of detail and interest is very impressive. It has a non-linear path and some replacement sounds of variable quality, although the pistol sound is an improvement on Doom's. It's not so large that you can get lost, and the mood and attention to detail is held throughout. A forgotten semi-classic of the early days.

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  • File Reviews

    • 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.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
    • By Zalewa · Posted
      If you want something that looks uncomplicated but fair looking, easy but not uninvolved, non-linear but small, somewhat blocky but still good architecture and very quick to beat without ever saving throughout all 9 maps then this is your WAD. I played it, I liked it. Design themes stray towards the original E4, but are not exactly the same.
    • By Copenhagen Bram · Posted
      This is the first non-Euclidean doom wad I've ever seen! And it's done right! That must've been some project. Well done.
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