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Doomsday of UAC

   (203 reviews)
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Earth date December 10, 2010. Location UAC branch of Jakarta, South East Asia. Local Time 18:35. Monsters from hell just spawned in UAC complex. UAC has deployed their truck to pick you up, along with your 5 other pals to help them. But the only person sit in the secret compartment is you. :) The truck got attacked, just after it entered the complex. You were knocked unconcious... minutes later, you got out from the compartment and tried to find your pals. "Where are they ?" "Where are inhabitants of this complex ?" "If they are dead, where are the corpses?" Thus, the adventure begins... Later, you will find them all. but, they are dead. EVACUATE is your priority then.


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Zach6627

  

Probably one of the first Doom maps that actually felt like a place that could really exist. Super impressive considering its release date. 

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RedCrimson

·

  

That was awesome! Feels like a cut level. My only complaint would be the difficulty being a bit too far on the easy side with the open areas, especially in the cyber demon's RGB gamer basement (I played on U.V). Everything else about the map felt like a lot of love was put into it, the way the UAC building and its cargo area was laid out felt like a real place that still works from a gameplay perspective (for the most part i.e, very open sectors). The cargo crate fight in particular really stood out to me as a "whoa!" moment. The basement area next to the travelators was really cool, it was like stumbling upon another threat after going through most of my resources for the cyber demon and feeling worried but excited at the same time. Having to focus up to dash through and grab ammo before I could clear them out was really memorable. I admit I did noclip to the exit after the rock collapse, because I wasn't sure what I missed. All-in-all, awesome map, glad I played it :)412682941_BaseProfileScreenshot2024_07.09-03_20_27_11.png.8534b367e0181d1a99f011ae8326c0ef.png

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DiavoJinx

·

  

In the 90s when released, this map was -- as the kids might say -- mind blowing. ;-)

It's still a great map today in 2024, for gameplay & design.

 

What I've loved most all these years is the imaginative design.

It starts at a UAC facility under infestation. You start inside an overturned truck, and releasing yourself you're in a large open area. After some exploration you make your way into the main building, and then after a demonic UAC board meeting, there's a "secret" entrance to a dark redrock cavern that simply feels like a deep, dark secret held by the UAC (as intended).

That opens up to a massive cave, with an Indian Jones "leap of faith" style invisible staircase (which was unique & special in the OG Doom engine back then) across this massive space over lava. That leads to a ceremonial green marble room with a Cyberdemon encircled by Lost Souls.

When you make you way back out and seeming go to exit, there's a "roof collapse" preventing access to the exit door you were aiming for, so you open an obvious secret door nearby and ascend some stairs to get to where that door+elevator was going to take you:

a hangar with a lil spacejet on the runway stretching to the darkness! Get inside and Use the flight controls console to exit the level by ostensibly taking off.

Fantastic!

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AHemlocksLie

  

This one was pretty fun. Had some good, challenging fights, especially once things get interesting outside, and it did some cool stuff like the invisible staircase. Definitely liked the little touch with the truck tipped over, although I didn't recognize it for what it was until I saw it drawn on the map. Was cool to find the darker underground area beneath UAC.

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Asure

  

Beautiful map for 1994, especially when compared to others at the same time, although a little bit empty and easy (even with fast monsters, but this could be just me).

 

As others said, this is worth at least a single playthrough. I give it 4.5 stars.

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SilverMiner

  

Nice use of Doom's linedef actions + storytelling

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reignof2k

  

nice translucent platforms, the feeling to play on an almost openworld map despite being made in the mid90s

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Michael Jensen

· Edited by A.H. Sankhatayan

  

Absolute must play for anyone interested in evolution of Doom mapping or fans of classic 90's wads.

 

I can't imagine what seeing this for the first time in 1994 must have been like. So many tropes and engine tricks that would become prominent in Doom mapping are on full display here, in one of the oldest user maps ever.

Self referencing sectors are used to create invisible stairs, flat and texture choices simulate colored lighting and there is even a setpiece simulating a tunnel collapse, complete with barrels for explosions!

 

Supported by a short story included in the text file, there is a clear narrative throughout, starting with your arrival at the UAC complex and culminating in a showdown with a cyberdemon and lost souls (which are implied to be those of your 5 pals who disappeared when you arrived) and your escape in some sort of shuttle. 

 

The whole map is perhaps the greatest early example of attempts at creating realistic locations in Doom, best represented by the crashed truck you start in, which still looks pretty great even today. Could it be the oldest example of doomcute?

All of this is enough to make this one of the most important maps ever. John Romero himself named it the first "really cool" user-made PWAD he played.

 

Doomsday of UAC is great for its time, but I must say, I don't enjoy it as much as some other wads from that era, like Galaxia. Aside from its iconic sights, the map is pretty bare, with huge but mostly empty areas, which do give the map a sense of epic scale and show off the custom skybox, but the size and openness makes the gameplay incredibly easy. All you need is circle strafing.

Still, it is incredibly creative, looks great for the time and is fun to go through. Not to mention it's historical significance.

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Argenteo

  

Impressive ideas. Must play. 

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El Juancho

  

5 stars for what this WAD meant in the year it came out, without a doubt the best wad of 1994, good aesthetics, level design and confrontations with monsters, a must-have WAD.

 

Fun fact: John Romero has specifically named UAC_DEAD as the first "really cool" user-made PWAD I have ever played.

 

-Juancho

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Stale Meat

  

Ah UAC_Dead, I often find myself coming back to it from time to time just because it has a certain kind of charm in its aesthetic. Its details are fairly minimal yet do quite well at conveying a sort of tangibility to the level as a whole. Things like the main building having a lobby and bathrooms, a scenic fountain with the iconic "3D" Logo before a sort of garage-like area, and an overturned and totaled truck serving as your start with a still spinning wheel to boot. And this isn't even to mention perhaps its coolest feature being the invisible staircase in the hellish caverns; a fairly well known mapping quirk today but was and can probably still be considered dazzling both when it came out and now. This and a few other neat tricks like the clever use of the special map tag and caving in tunnel that towards the end that you must get around by "blowing" up the wall nearby certainly make it a memorable experience.

 

Difficulty-wise it isn't too terribly hard, but is a bit stilted with the beginning certainly being the hardest before petering off into being quite easy once you acquire bigger guns, especially the BFG. It is also for better or worse a quite linear journey with only a decently sized secret area serving as any kind of detour. By the time you finish off the Cyberdemon and grab the Red Skull, there may quite possibly be only one enemy left at the very end assuming you cleared all previous resistance, leaving you with a somewhat anticlimactic run back through most of the level to open up the locked door to the end. To some this can certainly be a turn off to have a decently strong start only to decline from there to finish, and whether you think the scenery alone can make up for this is entirely on your own preferences.

 

While the map itself sits firmly at a 4/5 for me, I would have to say to anyone going into this for a first time to expect about a 3/5 overall experience. It is a map where its looks are definitely better over its game play, and considering it is a WAD from 94 you shouldn't expect even that to blow you away. But other than some iffy game play that has aged poorer than the looks, it doesn't really have much else necessarily bad about it. Worth at least a single good playthrough.

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Tristan

  

Although it looks bland in some parts, there's a lot of cool ideas on display here, and apparently this the first known use of self-referencing sectors, I can imagine how they were pretty mindblowing back in 1994!

The absolute standout area of the map is of course the red cave with the invisible stairs, which would probably hold up well even if it were in a modern vanilla WAD, let alone one from 1994.

 

Sadly the gameplay doesn't match up with the visual aspect. The map can start off pretty rough with the numerous sergeants dotted about the first area. After that it's all very easy, and at times even dull, which is a shame because the visuals here are very impressive for the time it was made.

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Superluigieth1

  
Best 1990's Doom WAD ever. 5/5

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Guest

  
Great map for its day, although seasoned players will find it rather easy. Needs vanilla 1.9 (not Ultimate), Chocolate-Doom with -gameversion 1.9 or -complevel 2 in Prboom+ for the red key area to work properly.

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Guest

  
It's good, but the textures are pretty bland at some points, and some of the areas are too open. Otherwise, its a pretty good WAD. It's worth playing just for the invisible staircase section.

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joe-ilya

Unknown date

  
20 years passed and this wad is still amazing as it first was.

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Guest

Unknown date

  
The stuff of legends.

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Guest

Unknown date

  
Made Doom look unbeatable back in the day. Screw DN3 and Kwayke.

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Guest

Unknown date

  
UAC_DEAD ftw! 5/5 -Stalker George

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Guest

Unknown date

  
Only the old folks from the DOOM community can truly appreciate a gem of a WAD like this one.

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Guest

Unknown date

  
I played this back in early 2011 it was interesting to say the least I am currently trying to make my own doom levels now thanks to this.

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Guest

Unknown date

  
A great classic obviously!

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Guest

Unknown date

  
Interesting given the time it was released. Certainly worth a mention. ~vf

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Guest

Unknown date

  
Still a fun play, with lots of great design ideas. Simple, good-looking and stylish architecture, but the bravura moment is the invisible staircase. It's not just that it's invisible, it's that it looks so cool thanks to artful design. Breathtaking. Yes, it's easy by modern standards (or even by '96 standards), but it can still keep me busy on UV with Fast Monsters. Still inspires awe. 5/5 -- Steve Duff

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Guest

Unknown date

  
That bug exists in (I think) all modern source ports. However I've just authored a patch for prboom to fix it.

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  • File Reviews

    • By el macho gaming · Posted
      I like the the sprites and the mechanics of the gun is cool just as advertised Can I use some of the sprites for my wad?
    • By Dari · Posted
      An ancient wad, featured in the wad compilation NEWDOOM.WAD. Like most wads of the time, stepping into the wrong room will get your shit rocked (don't go in a straight line from the beginning!). Otherwise, it was a decently fun level, visuals are acceptable for the time, layout's alright.
    • By AdministrationCenter21 · Posted
      I love the lil' pills, but I'm just too used to the red crosses to utilize this, honestly.
    • By Majin · Posted
      very creative and concise. 
    • By ETTiNGRiNDER · Posted
      This one is all over the place with several disparate "chapters" to how it progresses linked vaguely by themes of texture choice, and it's mostly not good; at times I felt like the author was trying to make the most infuriating level possible.  One of the biggest issues is the seeming obsession with timed door scenarios, where you trigger a switch, then have to run somewhere else to get through a door before it closes again.  These are placed over and over again across the map, and the first couple, before you work out that they're the main gimmick of the map, are pretty cryptic in trying to figure out what the switches do.  From then on it's kind of "oh, it's THIS again, couldn't it be something different?"  As the fighter, none of them were bad enough to force speedrun tactics, but they were tight enough to be annoying and would probably be even more so as one of the slower classes.   In the beginning, you're in sort of a dark labyrinth of waterways and caves, and it's a bit difficult to navigate where you're going in the darkness; there's a torch that you might want to burn early, but there are later parts of the map where it would also be useful so there's a tradeoff in saving it or not.  This part of the map is also pretty brutal when it comes to count and nastiness of monsters vs. the available resources, tending to result in the hard beginning, easier later type of issue though it never quite gets generous enough to be super easy.   Breaking past the start you come across the dam proper, which is huge, and has some fiddly jumping and ledge hugging (along with the timed door gimmick, which here can potentially kill you if you don't get through certain tunnels before the polyobject comes back and crushes you).  There's a section that's like Doom 2's Chasm, with the addition of having to jump between the platforms and dying to fall damage if you miss, but at least this part isn't on a timer.  A few switches are retriggerable and can block your progression if you hit them more times than needed.  At least one of the essential timed actions is rather hard to figure out, too.   In the second half of the map, after completing the dam, you get the Wings of Wrath and can fly around some big spaces battling a big mass of creatures, which might be the most fun part of the map, but it's not enough to really redeem it and soon enough you're on to some dark, confined catacombs where the timed door gimmick comes back in force.   Finally you break free into some larger and better lit arenas where you fight a couple of class bosses and their minions.  After that you get a message that you won the map, but that you can still explore if you want to; at this point you have wings and a loopback is open, so I did so, found and killed a couple of optional sort-of-hidden bosses (with not much reward for doing so beyond beating them for its own sake), but ultimately couldn't find the last four monsters.  So I issued the console "kill monsters" command to see if any final scripted thing would happen if you wiped everything, but nothing apparent did; the "you win" script line is all the ending you get, with no formal exit.   There are also some missing texture errors; they reference flats from the Hexen beta version so if you load a texture pack that includes them, it'll fix the issue, but it's puzzling why they weren't included with the WAD.  There's some other weird texturing that almost feels like some walls were missed in the process of changing texture choices, and the way the ZDoom skybox feature was used is a bit weird and ugly.   I've seen worse by a lot but I would not recommend this one.
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