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ALLEYS.WAD (v1.1)

   (11 reviews)
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About This File

My very first DOOM2 .WAD (-ish).

The end of the Callisto campaign (see below) should have meant well-earnt retirement for you, marine.

Now that the Callisto anomaly has been brought back to earth, someone else can mop up the remains..after all, we now have the measure of the monsters, and are starting to clear them out of most of earth.

But there is a problem...one of the spooks at the military academy came up to you in the camp laboratory last night with a bunch of old books and things in a time-stasis case.

He said there were quite a few of them in a military store in deepest Iowa (thats right, the one where the Ark of the Covenant is stored) - and told you that this was a CLASS 1 secret. Even the president was never told about these, and up until now, no-one has known how to interpret them. They are in a variety of hands, some ancient (one even seems to be a papyrus scroll with hieroglyphics, although the spook will only mutter darkly about plagues and darknesses when you ask about it) and some more modern.

The upshot of it is that all describe foul beings that have haunted some troubled spots of earth. The spook produces a marbled edged ledger, its pages spotted with blood, and edges burnt.

You read the copperplate with a sinking feeling.. "The ledger of William Jago, butcher, at the sign of the Red Deaths Head, Solomons End, Whitechapel, London, in the year 1858...I know the things were out in the alleyways in Whitechapel again last night..I know it is not a dream, and I saw the two watch men all burnt up by the fire from the evil brown things hands..all the people hid behind their doorways, and even the night-walkers fled..there was a great beast of some kind that made a blasphemous noise in which I could hear no words spoken..noises as of engines came from the site where the new buildings are to be made by Cut-Throat Alley..I heard terrible deep laughter, vile laughter..some arch-fiend is hiding in the alleyways, and I fear for my soul.."

"All we know, Blazkowicz, is that Jago and his shop and all the area around it were destroyed in a huge fire, and they never recovered any bodies" says the spook "but theres a problem... the British government psychics say that the bastards have come back twice..once during the 1880s and again during the first world war... at least one of the Jack the Ripper sightings was of a brown thing the size of a man with thorns growing from its legs and arms, and fire around it..they put the man who reported it in Bedlam, but we think we know the truth now...and they say that the problem may emerge again..soon"

The spook tells you about the experiments with the Callisto anomaly, and the attempts to use it to see the heart of Victorian London.

"Unfortunately, we lost a few men attempting to get through, Blazkowicz...keep an eye out for them, some may be rescuable..We think that most of the ammunition and stores we sent through has reached the target area, but we aren't sure.. we are not even sure if we can bring you home.. keep a sharp eye for anything that looks like a switch..if the creatures are there, it'll be heavily guarded."

"Some of our people have a theory that the Callisto anomaly will transport you to the nearest brood of the hellspawn..the nearest to here is London 1858, but there may not be a way straight back. There's another..well, that can wait! It looks like your tour of duty, marine..if you don't make it straight back, read the update on your belt computer - it's updated automatically, and it should give you some idea of what you're up against..good luck!"

You strap on your military revolver, walk up to the Anomaly Lab. "OK, lets rock.." and you step into the machine. Night settles... ================================================================


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doomedwarrior1981

  
Not bad it actually does to an extent also look like Victorian London really good especially with no custom textures

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Unknown date

  
Pretty good.

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Unknown date

  
In this wad, remember to watch out for teleporters! 3/5 - Kilkakon.

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Unknown date

  
A truly unique and overlooked classic. This level dates back to mid-'95, but its disorientating traps and progression make it stand out even today. The architecture walks a thin line between realistic cityscape and gothic nightmare, and the attention to detail is unrivaled for an urban map of its era. Sadly, the follow-ups mentioned in the textfile don't seem to exist anymore. 5/5

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Unknown date

  
A classic. The atmosphere and eye candy in this level is absolutely incredible considering it's from fucking 1995. The detail is minimal but it manages to create a better atmosphere than just about every uber-detail WAD I have played. The gameplay is excellent as well, with lots of interesting traps and situations you end up being in. One of the best.

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Unknown date

  
Although the story is pretty turgid, the level is surprisingly atmospheric. The design is a very good stab at Victorian London. There's a nice balance of ammo and baddies (perhaps a bit too much health). It's cramped, but in a good way. Very good for 1995, still playable today, although it relies on you running over invisible switch lines and backtracking a few times.

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Unknown date

  
Not bad, but not good. Hard 3.

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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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