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UNDERGROUND FANTASIA

   (8 reviews)
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My first WAD completely designed from scratch.


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Sui Generis

  
Extremely mediocre techbase/subway level with too many long featureless corridors. Rooms are generally blocky, but avoid being totally empty. There are interconnections between areas, but the level is too sprawling for it's low level monster population and is very low-burning. It's very overstocked, with 2 soulspheres, all 7 weapons and nothing tougher than 2 barons. But being easy doesn't mean a level can't be fun, but a tighter, punchier layout would be needed than this. Overall this is meh, even for 96

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pcorf

  
Even a poorly skilled player like me found it very easy. But for a first effort 20 years it was not bad at all.

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Zahid

  
not bad to take look around...as design and layout is decent...but gameplay is poor here very easy.too much ammo an health against only e1's monsters...

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Guest

Unknown date

  
Real mellow on UV.Not bad though.-3/5

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Guest

Unknown date

  
This is dated November 1995. It's an unexceptional underground-type level with a subway and some watery caves. You fight 111 weak baddies, but you have enough health and ammo to kill the whole world and then revive it again. There are some ladies in lingerie as well. Has an odd bug in one spot where, playing with GZDoom, I ran outside the level boundary and found myself trapped in ghost world. Despite this the design is generally sound but unmemorable.

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  • File Reviews

    • By NuMetalManiak · Posted
      yeah I gotta admit, this one's pretty good too. apparently it's not a speedmap, but it damn sure got inspired by a lot of hard levels we all know and love. if it attempted only to do that and make a hard level that has similar aspects to those many maps, it succeeded, even though the level itself isn't gonna be as memorable, it is still a fun, tough challenge map. hone your skills with this map.
    • By NuMetalManiak · Posted
      rather oddly, this short map ends up being my favorite from Didy. it's not confusing at all at least until you try to find the red skull key, and the pacing is pedestrian. the setting of the beach and the underwater stuff feels amazing, and the preshow at the beginning plus the interior parts weren't too bad either. all in all, pretty neat for once.
    • By NuMetalManiak · Posted
      well, it's a speedmap alright, but those familiar with the magnum opuses that DD has already given will obviously not like this one as much. atmospheric? somewhat. nonlinear? that's great. tough? not as much as the other ones. basically, this is forgettable by DD's standards but is still miles ahead of other speedmaps I've played.
    • By NuMetalManiak · Posted
      as usual, Death-Destiny draws inspiration from The Mucus Flow, with greenery and silver turret embankments. only it's not as complicated, as this is actually a speedmap. little health at the beginning makes this part really hard, along with the secret plasma gun chambers. the crates are cute at times, the ambushes actually are kinda annoying, especially with how pop-up monsters are used. definitely look out for the spiderdemon reveal, that will likely be a jumpscare when the arachnotrons show up. the red skull fight that follows is hard as hell too. worth checking out, it's much shorter than Disturbia, but doesn't follow the same mechanics.
    • By NuMetalManiak · Posted
      "Slaughter. Fun slaughter."   yeah, no. this pales compared to the first Newgothic. the maps here are less memorable and more painful than playful. there's no difficulty settings, and ZDoom will lag on MAP09 and MAP16 mostly due to the items present (a real hassle for MAP16). the cyberdemon placements in these maps in particular really bugged the hell out of me and these maps are less speedrun friendly than the original as well. favorites were MAP14 and MAP15. MAP02 is just unbearable. I prefer my slaughters with difficulty settings, thank you.
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