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FRENZY on Phobos

   (11 reviews)
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About This File

So you think you're the best, eh? So you think that because you've killed the two barons in the first map, you're invincible. Think again, cadet, you ain't seen NOTHING.

I've tried to make this map as challenging as possible both intellectually and during play. There are a couple puzzles in here that will get you thinking. I designed this level so that it will be VERY hard to pass on the 1st try. It is VERY possible that you can get stuck and have to start the level over. Save often!


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Memfis

  
This is such an enigmatic level. The experience of playing it is very unique and it is always satisfying when you do some progress. Loved it in heroes.wad.

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Unknown date

  
Looks nice for 94, but it's too easy to get stuck.

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Unknown date

  
This was E1M7 of HEROES.WAD. It looks promising with some nice lighting and detail, but almost immediately you're bombarded with stupid puzzles. They're not even fun: they amount to 20 minutes of wallhumping, walking over random linedefs in sequence, and switchhunts. Without the teleport puzzle and gray room, I would've given this a 4, but as it is I can't give it any higher than a 2/5.

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Unknown date

  
One of the very best of 94. Very much recommended.

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Unknown date

  
This level stinks. You're just a bunch of lonely geeks.

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Unknown date

  
This is a frustrating early map. It has lighting effects, the design is more polished than most contemporaries, and there's an interesting "imp gallery". The layout is non-linear, and you can wander about. It's spoiled by an irritating teleport hub which is just tedious; and there are lots of traps whereby you have to press or shoot anonymous bits of wall to escape, and one with delayed lifts that's inescapable. Lots of unmarked secrets which no-one will ever find.

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Unknown date

  
a 1994 wad with sectors used to create gradiant lightning?? With nice gameplay, suberb detailing (for the time)... This is close to master piece. Maybe a bit too much health, 4.5/5 !

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Unknown date

  
ROTFLMFAO at 3rd comment. For a 'geek' my girlfriend is probably hotter than his. Anyways, I thought the level was rather mediocre.

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Unknown date

  
I'll beg to differ, but this is no rare, precious gem from 1994, just the proof that there were half-competent levels even in 1994. That being said, this is a fairly large (for 1994) level which has some nice touches of detail (but don't expect miracles), low intensity combat even on UV, and relies too much on traps and screwups, which I personally don't like, as many times hitting a switch may just get you trapped without any further clue. 3/5 -Maes

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  • File Reviews

    • By chowbar · Posted
      Possibly my favorite Ultimate Doom megawad. Although its first half feels like DTWID, it quickly becomes a much more twisted and demented take on the familiar techbase/hell aesthetic. Expect well hidden secrets, tight corridors, and some tough encounters in large, complex levels. In keeping with Ult Doom's tone, NaturalTvventy layers the atomphere on thick to create levels that feel genuinely hostile and evil, even more so than in the original.    If you have a soft spot in your heart for the original Ultimate Doom, this megawad is a must play. NEIS makes you realize how rock solid the original Doom formula is, even without the SSG and revenants. 
    • By whirledtsar · Posted
      An odd wad in which you play a Hexen class while fighting Heretic monsters in Heretic-textured levels. Surprisingly, it works pretty well, and is an interesting change of pace from either game. It retains Hexen's hub design, although it's not at all puzzley, just a "go and collect 3 items and return to the hub" quest. It's very combat-focused (there's almost 400 enemies in the final level), but unlike some Heretic maps, it doesn't end up feeling like a slog. Perhaps Hexen's weapons are just more powerful than Corvus's. The level design is very good, besides a couple of sore spots (the cramped areas of the lava level, the metal maze in the final level). The boss, D'Sparil, is much easier to kill than he was in Heretic; he probably should've been modded to have a better chance against Hexen's warriors.
    • By Philnemba · Posted
      A fun heavily modified tougher version of Doom 1's E1M6 dated back in April of 94(yes same month of origwad). Its starts a bit hectic but with so many shotgun guys and plenty of health throughout the map, its actually not that hard to go through. However like any 94 wad, it has typical misaligned textures, a few HOMs, and had to use noclip cheat to grab the last card key due to ceiling being too low to pass under. Despite its age and a few minor stuff, its a fun wad from 1994 and I would recommend to give it a try :)
    • By whirledtsar · Posted
      Excellent wad for Hexen fans. It stays true to the style/spirit of the original game while introducing new ideas. The level / hub design is interesting, the combat is well-balanced, texturing is well-done and well-aligned, and there are plenty of interesting scripted events. The wings are used in a very smart way - you're able reach many previously unreachable items and paths. The only thing I disliked was the "boss" of the final level. I won't spoil it, but it's quite disappointing.   Unfortunately there is a bug in The Castle Of Fluft - the flame mask switch is not set to "repeatable", so if you try to use it without the prerequisite mask, you won't be able to use it again when you do. If you encounter this bug, type "puke 10" to activate the script the mask normally would.
    • By Lane Powell · Posted
      This seems like a semi-hidden gem. The author's other WAD Crimson Canyon won a Cacoward, though I prefer this one.   It certainly lives up to its namesake. The textures are all Hell's green marble and blood, supplemented with custom textures including some modified Giger designs and some creepy sprites I recognize from Monolith's Blood. The map designs are seriously contorted. It's probably a divisive aspect of the set. In some levels the angular layouts wrap around themselves in a jagged mesh, creating devilish mazes with slightly obscure progression, and where fireballs can fly at you from different parts of the map. Other parts are darker and more claustrophobic. It's all a totally hostile atmosphere.   There are some common themes gameplay-wise but you'll know them by map 2. A big one is ammo constriction, especially on UV. Certain maps seem near unbeatable without finding key secrets.   This was actually one of the first WADs I completed a few years ago, and on revisiting it it feels very fresh. Like most memorable WADs, it rides on strong concepts and some devilish gameplay while targeting a distinctive theme.
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