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TRIAD EXPERIMENTAL CORPORATION

   (4 reviews)
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Replacement for map01.

Story: A long, long time ago in a galaxy..., wait that one has already been used, let me start again. In the year 2015, the large multinational company known then as Triad Experimental began to do its own exploration of portions of the atmosphere of Jupiter after the Galileo II spacecraft discovered, 5 years earlier, large amounts of compounds never seen on the Earth. One particular compound, event- ually marketed by Triad Experimental under the name Chloron X, was found to have the chemical formula ArCl4 (argon tetrachloride). Such a compound norm- ally can't exist on Earth, but under conditions on Jupiter it was found to form quite readily. The usefulness of chloron X came when it was exposed to the lower gravity and thinner atmosphere of the Earth, where it rapidly decomposed in the presence of calcified water to from argon gas and a stable salt, CaCl2. Accompanying this reaction was an enormous release of energy, that could be harnessed and used in a variety of ways. Triad Experimental saw the obvious profit potential and so set about to corner the market. Building from prefabricated spacecraft components they established a processing base on Jupiter itself, right in the middle of a large pool of ArCl4, and began to run tests on how best to utilize and package for transport, their now patented Chloron X. At that time the existance of Nutrion waves was unknown, as was the knowledge of their production during the conversion of ArCl4 to CaCl2 and their effects on human tissue. Since the main power for the base was supplied by a Chloron X reactor the effects were first seen on personnel working in the power building (due obviously to their close proximity to the source of the Nutrion waves). Common effects of prolonged exposure to Nutrion waves include malformations of skeletal structure accompanied by homocidal delerium. One of the unfortunate attributes of this disorder on humans is that it becomes highly cont- agious, spreading in a manner similar to another affliction, discovered during the latter half of the 20th century, known as Scrapie disease. Not surprisingly, the entire population of the base (325 inhabitants) came down with the disorder literally overnight. When the orbital station lost contact with the surface base they mistakenly assumed that it was a simple communications mal- function (such breakdowns had occurred before) and so sent down only a repair technician, corporal Duck Dodgers. It was just by sheer coincidence that our hero was wearing his hostile environment suit which protected him from the disease (His normal pressure suit was at the cleaners at that time, and it would not have protected him had he been wearing it). Thus began the illustrious career of Duck Dodgers. With this doom2 wad you get to relive the adven- tures of Duck Dodgers on the first of his many harrowing experiences. P.S. I realize the chemical basis of this storyline is fictitous. I believe this is my 30th wad posted to ftp.


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Unknown date

  
I assume people were put off by the droning, lengthy plot, which has a poor standard of English ("due to" is awful and should be avoided). The level itself is actually great fun, and very tricky; the same chap's earlier wads were poor, so he must have been studying late into the night for this one.

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Unknown date

  
This is dated Febuary 1996. It's good fun. You fight 200+ monsters in a simple octagonal techbase in a big slime lake. The detailing is simple and would have seemed old-fashioned even in early 1996, but the gameplay is solid, with monsters behind every door. You can easily run out of ammo if you go a certain way (hint: turn left at the first intersection and keep going). The final battle is technically a spiral maze BUT it's mindless slaughter = good.

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  • File Reviews

    • By Maribo · Posted
      I feel like I increasingly come across these Eternal levels where there are wide open spaces that would normally feel desolate and empty, but something about the inclusion of these odd little setpieces makes it feel... oddly touching. It's like he isn't playing by the same rule book as other people. The castle map in this WAD is like being shrunk down and getting to walk around a diorama that someone has built.
    • By Walter confetti · Posted
      Practically a Single player campaign sets in a very dark maze of corridors and ventilation tunnels (reminded me of Aliens TC), conceptually is not a bad map but in reality the broken and cryptic progression made me dislike this, as well as the blocked exit room by a impassible line. Too large for DM too imo. Wasted occasion for something decent.
    • By Walter confetti · Posted
      A pretty wacky and funny gun replacements, as Stupid Bunny said long time ago. Fun stuff.
    • By Cutman 999 · Posted
      A little better than vanilla doom 2, final 5 maps are fucking terrible and somehow, they made the icon of sin worse. I prefer the reinterpretations of iwad levels compared to the first DTWID, were i felt the levels were samie and not so different to your typical E1 knock off. Probably i would play it again, maybe not, if you didn't had enough of iwad fix, play this.
    • By PsychEyeball · Posted
      Perhaps the best megawad I have played so far. Ancient Aliens is a very distinctive WAD, with its unique tone, custom textures, choice of colors, scenery and meticulous encounter crafting. The overall look of many of its maps is pretty relaxing, (especially as far as Doom is concerned) and that feeling is helped big time by the masterful Stewboy compositions, whose MIDIs often give the journey a mysterious laid-back style or embrace a fun bouncy techno-jazz jive. But don't be lured by the calm looks and sounds, because Skillsaw and his guest mappers know how to turn the heat up and throw you into peculiar and inventive combat scenarios.   Map 1 sets the tone for the action perfectly: after the trippy teleporting sequence, you immediately zoom at full speed past a caged cyberdemon, who will constantly hinder your progress and have you frantically look for the way forward. The following brawl with hell knights, revenants and other foes in tight corners does set a tone for the combat to ensue in the first few maps: resources tend to be initially scarce and berserk punching a few skeletons will help you keep your supplies for fights where ammo truly matters. If that doesn't feel like your cup of tea, do not worry: a fair amount of maps do provide ample supplies for when the heat truly gets turned up. Finally, many big enemies in beginning maps are meant to be telefragged (or, in the case of MAP04, the game will eventually spawn a truckload of explosive barrels to kill archviles with little fuss) so the obvious approach is not always the best one.   The layout of levels often features traps, but at the very least you can't fault the WAD for lack of variety because it's rare that the same trick gets repeated. Encounters are memorable and my favorite of the bunch include a collapsing staircase where you must fight foes quickly under the eye of an archvile, but you must do it fast because the ledges eventually rise up, bringing you closer and closer to him being able to resurrect the fallen monsters. But each time a ledge rises, new monsters can now get to you so you're never safe no matter what! Additionally, the WAD features two new monsters: the plasma marine and the rotating skull cube. Marines make static noises, are cloaked when not attacking and their plasma shots can be hurtful, but they thankfully need to pause before shooting and are very fragile. The skull cubes pack a wallop, firing a barrage of 3 revenant missiles at any time, which can be homing or not. They would be the worst if they didn't have only about 80 health and exploded upon death, hurting everything in their vicinity. This means that when this enemy appears in tight packs, a single rocket can blow away the whole group.   Skillsaw doesn't hog the whole WAD for himself, he offered a few guest spots for other worthy mappers to shine. Joshy from Speed of Doom fame gets two maps, MAP 9 (The Nectar Flow) and MAP28 (Floating Arena). Both are completely different to each other gameplay-wise, but both are fun. The former is a journey through caves of nectar that features the highest monster count in the WAD at the time, but most of them are zombiemen and imps, so happy chaingunning! The latter effort is a slaughterfest that sets the table for the end of your journey. The numbers are high, but the space, ammo and powerups are abundant as well, not making the carnage too mean spirited. Stewboy gets the MAP 31 slot, but this one doesn't work as well; the pacing is too slow and there's a little too emphasis on secret hunting (13 secrets in total!) and the layout even is a little too gray and drab. AD_79's MAP 20 is a strong showing with its tubes full of enemies and the clever archvile hologram trap. Esselfortium's MAP 22 is a scenic ancient castle that is one of the prettiest maps of the set, only upset by MAP24. lupinx-cassman offers a spectacle for the eyes with a sky temple that appears to worship several cultures at once, hence the name. While some of its combat is a little stilted and uncomfortable at times, the looks all make up for it. Tarnsman's MAP 26 is a pretty old stone temple, but the heavy chaingunner usage makes it feel like some weird Plutonia homage. MAP 23 by Pinchy is probably the only guest map I can bring myself to dislike: it's too big, sprawling, confusing, loves to spawn chaingunners that snipe you at great distances and finally, that final fight can go to hell.   As for skillsaw's work, the best part about his works is that he's very consistent quality-wise, I can't bring myself to dislike any of his work in this WAD (MAP 32 might be his only map I didn't really like, it felt a bit by the numbers for a secret secret map). Some of the levels have gimmicks attached to them, like MAP 6's sinkhole, which occurs as you're grabbing a shotgun (?). But you better not think of it too hard, or hordes of shotgunners will come to take you away. MAP 18 shows how dangerous the Illuminati are, with the surprise inclusion of an Icon of Sin (in the form of a giant Illuminati pyramid!) that makes incursions in the main courtyard a tricky affair. MAP 19 is a berserk and pistol level that will get you up to speed with punching enemies, your champion contender here will be an archvile you need to punch down so good luck! My favorite Skillsaw maps of the WAD would be Maps 1, 2, 4, 7, 14, 16, 25 and 29, aka the last regular map of the set. It's 3 big fights, the final of which is punctuated by the shattering reveal of who's behind everything. Then, they get to watch you do the final fight against seemingly unsurmontable hordes in a big, colorful arena.   All in all, Ancient Aliens is a masterpiece. It is surprisingly approachable for being a modern WAD and the difficulty is hard, but often fair. Keep in mind this is still an harder WAD than Plutonia, though. I had a pleasant time on UV with saves and continuous play and if your skills aren't up to the task, lower difficulties will make sure you are not left behind. If you're like me and somehow took this long to finally play this, remedy the problem and play it now. It's one of the all-time greats.
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