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Doomsday of UAC

   (193 reviews)
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About This File

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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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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Eris Falling

  

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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Guest

Unknown date

  
It has some good details to be 1994, but the design is very flat, and poor gameplay and difficulty. I do not see a special map except for some details. 3/5

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Guest

Unknown date

  
Pretty interesting. That invisible staircase is cool.

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Guest

Unknown date

  
^yeah sure buddy :) good 4/5

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Guest

Unknown date

  
If this were released today, it would be a plain-looking but decent and creative WAD. 15 years ago? Un-fucking-believabl e.

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Guest

Unknown date

  
This WAD is excellent and well worth playing by any Doom fan. As old as it is, it still holds up well even against some modern maps, and it's a true classic. There is some great atmosphere and gameplay in here! Also, a note on playing in modern source ports: You may run into trouble due to some changes in handling of special tag 666 made in Ultimate Doom. Chocolate Doom users should run with -gameversion 1.9, and PrBoom users should use -complevel 2. 5/5 -Reckoner

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Guest

Unknown date

  
Top notch, would buy again.

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Guest

Unknown date

  
the ship is in a bunch of wads. this = 5

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Guest

Unknown date

  
It's October 1st, 2010 and I'm eagerly awaiting to play out this wad in real life!

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Guest

Unknown date

  
An enjoyable ride that takes you through a *gasp* monster infested tech base, deep dark caverns with a marble section not to be soon forgotten, and finally a launchpad with a small spaceship. During the ride you are treated to a number of - at that time - unique, and mostly neat visual effects. I've played many a map in my days with clear influences from this one. The final verdict? It's aged considerably, but still ranks as influential. Overall worthwhile. --4/5

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Guest

Unknown date

  
Great wad for its time. The zdoom patch mentioned also works in Risen3D BTW.

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  • File Reviews

    • By Chipchase · Posted
      I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. There are wads where you die quicker (eg "Stupid Benchmark #1"), and wads with worse graphics( eg "Sand Chain").  TBH, after all the hype I was a bit disappointed, I was expecting worse LoL.  
    • By NuMetalManiak · Posted
      Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.   this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?   WRONG   while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.   it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
    • By Chipchase · Posted
      Pointless crap.  A small yard, empty except for a futuristic shotgun. No monsters and no exit. See my screenshot and you've seen it all.  
    • By Doomkid · Posted
      Classic funny little skin, still used in servers to this day so I think it deserves some love.   I like that the voice clip says “WHERE ARE A MY PANTS?”
    • By Chipchase · Posted
      More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.
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