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About This File

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 yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.