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Icarus: Alien Vanguard

   (157 reviews)
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About This File

Icarus is a whole new set of 32 DOOM II levels from TeamTNT. It is now available on ftp.cdrom.com and its mirrors. See below for the exact path.

Icarus has 32 levels that are excellent for single and cooperative play, but we didn't forget the Deathmatchers of the world, either!

We've taken extra steps to make sure that every level is an exceptional Deathmatch level so that after you're done playing it alone, you can go through Icarus again and waste your buddies. Some maps have special features, and others reduce the level size for Deathmatch. In all cases, though, you'll know we had Deathmatch in mind when we made Icarus. And no more days of filtering through all the junky DM levels on the 'net.


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Unknown date

  
This megawad is enjoyable, but...it doesn't match some other classics from '96 (MM2 still undoubtedly best) so only 4/5. Still, worth a look, and it's a good first free release from the team that went on to produce far more.

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Unknown date

  
^ wow you think it's hard? even on HMP I didn't die until map 11 or so. and for those who say it looks ugly and all: this was fuckin' made in 1996, so what? i think it's one of the best wads ever made. better than memnto mori IMO.

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Unknown date

  
Wow! Let me just say that Icarus: Alien Vanguard is HARD. I'm currently struggling with the first level! So... many... HITSCANNERES. And not much ammo, even on HMP either! But it's a great level. I'm not sure what Doomworld meant by saying the looks have suffered. It looks great! I also only just realised you start Map 01 inside a crate. It's great!

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Unknown date

  
Good for its time. It's just ... pleasant in general. But, even so, I found myself wanting to "get through" its maps because they were too vanilla Doom for me. 3/5 because it's ... just pleasant. (I'm sure that I would have rated it higher in the past, but times change.)

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Unknown date

  
Icarus is a good wad, though it hasn't aged as well as most other classic wads from it's time.

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Unknown date

  
Pretty average.

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Unknown date

  
Well, the theme is good and the gameplay is good pretty much throughout, but the architecture on many maps leaves something to be desired. I am right on the fence between 3 and 4 stars here, but I think that I should give it 4 as it is still fun to play and keeps well to a theme. 3.5(4)/5 -Brandon D. Lade

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  • File Reviews

    • By Asking4Id · Posted
      A joke wad... and I don't like it.
    • By Spectre01 · Posted
      Long, grindy, and generally low-threat slaughter. Combat choreography is largely absent and the majority of the map is occupied by clusters of the same monster blocking your path. Speaking of blocking, monster block lines are often employed in strange ways, allowing the player to door and hallway camp the enemy hordes. Potentially deadly traps are neutered by frequent invul spheres which enable trivial BFG facerolling. Detailing ain't too hot either, with the majority consisting of monotextured square rooms and hallways. Some cool sector work is present among the minimalism and the scale of the final area is certainly impressive (the 300+ Cacos which take years to float into firing range, less so). If you want to spend over an hour spamming BFG and rockets, I suggest you play (or replay) Cybersky instead by the same author - it looks and plays better. 2/5
    • By Juza · Posted
      Frankly, if you're looking for more Plutonia, this isn't the deal. It's very different, but it's still very good in every aspect. I'd recommend it not for having the Plutonia name in its title, but for being such a good wad in itself.   Being that this was made by a lot of people™, it'd be impossible to talk about how each map performed, but they all pretty much draw resemblance to each other, while also possessing some of the designers' unique quirks visibly into them. Nothing's perfect, so there's a handful of levels that either aren't made for most people or straight up suck (like MAP15, and, arguably, 25).   Every level is challenging, even more so than the original Plutonia ones, though it still possesses Plutonia's design of combat of placing the player between a rock and a hard place in nearly every area, sometimes executed poorly, like trial and error, which can feel unfair.     Visibly beautiful and playfully slaughterful, fitting with its great soundtrack.
    • By rdwpa · Posted
      Pagan's Run is a lengthy "Run From It"-style map. "It" isn't the silent curse of that infamous Scythe map, however, but rather lethal threats located in the map itself. Caged cyberdemons pump rockets into your butt, and pesky fodder loiters in your path, which once in a blue moon is flattened by a crusher or narrowed into a Chasm-like sliver. Most of the tests over the 2.5-minute trial are fundamentally similar, testing consistency through repetition, but they evolve and morph into different forms: At first you're shooing zombies with shotgun blasts, soon you're navigating barrel clusters with spiders trying to show you love, by the end you're cleaving through greeting mobs with plasma, cybies looking on.    At best, I found Pagan's Run exciting and inventive, and I love movement test maps. But implementation flaws were too common -- potential linedef skips, floors with a fluky chance of not rising if blocked by a monster, and a late unguided drop seemingly designed for freelook. The latter hurts FDA value even on lower difficulties. On UV early, hitscan RNG was disproportionately impactful even with perfect shots. HNTR and HMP seem better. 
    • By rdwpa · Posted
      This one is fascinating. It's a squiggly techbase full of wacky oldschool angles drawn off-grid. The design has a lawless '90s vibe of "appealing ugliness," but with a higher detail level that befits its actual release date (the current Doomworld Files screenshot doesn't reflect this). The mapper clearly had an education in craft, shown by skillfully intricate use of the sky horizon trick and other effects. It reminded me of Didy's mapping in a few places.   Runtime was unexpectedly short, under 15 minutes for me. Many of the 200-odd monsters appear in messy but satisfying brawls, using lots of low-tiers with bulkier stuff tossed in for emphasis. The balance is very lenient and favors near-total dominance of the SSG, once you are equipped with it. Power weapons exist but are provisioned stingily.
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