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Legion of the Damned

   (3 reviews)
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About This File

Earth date - Wedensday, Febuary 12th, 2345.

Back in the labs on Kemois, there is a management meeting to decide who will be worthy of test piloting the new IFTIF (Inter-Flux Time Integration Facility) or in simple terms, the time machine. Seeing as you have single handedly kicked out the Hell spawn from Mars 17 Earth Years ago, (Earth time has become the new standard around which, all other planet time is aranged, a bit like GMT on Earth.) you are one of the canidates for the task. General Waskity has selected a spot from which to launch the IFTIF, quadrent Alpha B, sector J7GH8 - the slums of Kemois.

Now, the Department of Defence has been informed by scientists, that the IFTIF will not send people through space, only time, therefore, quadrent Alpha B, sector J7GH8 was selected because on 12/02/28 it is commonly known that the Hell Spawn were not resident in the area. Military intelligence proves that. Seeing as this is a test flight the Department of Defence did not want to send you in to a populated area. I know, you are thinking, well why don't they send you further back? The reason is that the human body cannot with stand traveling more that 20 years at a time, we think, you may transport back 20 years, and then back another 20 years, but not 40 at once, see?

The area that has been selected for launch is barren, this way the military do not risk sending you into a populated area thus you will meet no resistance and there is no possibility of any encounters of any kind.

Well, you are seated outside the briefing room, you watch the top dogs discussing your future through a partially open door, then, they come out. You are approached, and General Waskity places his hand on your shoulder and says, "Son, you are going to be taking one small step for bioman, and one giant leap for bioman kind." There is a loud round of applause as you smile, you have been waiting for something exciting ever since you came out of therepy as a result of the invasion.

You are sent to the specially constructed IFTIF truck, you see the time pad at one end, you are at the other. All along the walls of the truck there is computer machinary.

The truck sets off for quadrent Alpha B, sector J7GH8.

As you arrive, General Waskity speaks:- "Make us proud son!"

You think to yourself, "military intelligence got me into a mess through the invasion, I hope it is more accurate now. I hope there is nothing out there except the pad home."

They then walk out of the truck and seal the door. All you have to do is walk over to that time pad......let's hope that there is no building, just a desert!!!!

THE SERIOUS DESCRIPTION FOLLOWS

Eerie, dungeon/castle type level designed for one player, or co-operative play. Many cool features, including DOOMs Donut eater! Will be used as E1M2 for a 9 level episode that I am working on. DEVINC.WAD is going to be E1M1. I will port it over to DOOM II soon. Lookout on this same FTP site for it.


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Guest

Unknown date

  
Blah Blah Blah, Blah Blah Blah Blah Blah!

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Guest

Unknown date

  
Poor, and a poor advert for the author's forthcoming "9 level episode" (which doesn't seem to have ever happened). It's basically a rote set of flat square rooms, same height, with an outdoors bit. You collect all three keys and then exit. The most exciting design feature is a twisty corridor. No detail, gameplay no more exciting than any set of square rooms with monsters in.

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Unknown date

  
tl;dr

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  • File Reviews

    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
    • By geo · Posted
      Believe the hype, Sand Chain is indeed a terrible map. Not terrible like oh this must be someone's first map or designed by a team of kinder gardeners and their friend in second grade who can use DoomBuilder, I'm talking hall of mirror walls, coupled with the fact you can go through the game's exit switches. The map is short and sweet, which only adds to how terrible it is. The level is a single hallway with... get this... a bend! Oh stay with me here... and then after that bend, there is a bank of switches! Yeah, that's it. The level isn't meant for Nightmare, but it should become everyone's first accomplishment of, "I can beat this level on nightmare."

      I suppose in an artistic way, the hall of mirror affect on all walls is to disorient the player, so they miss the big twist at the end. Thus costing speed runners valuable seconds on their first play through. The big twist being the bend. Other than that, there are plenty of shotgun shells, shotgun troopers and health to ensure you make it to the end of this brutal and rigorous test of endurance over the course of 5 - 30 seconds.

      This is the level that has become famous, because everyone needs to play it themselves to add their two cents of "it's crap" to the pile of reviews that will no doubt entice more people to play this game. It's a gorgeous display of everything wrong without the annoyance of having to play it for longer than a full minute. Complete with someone from an aol email to spice up it's true 1995 feel... despite being made in 2009.   * slow clap * You've done it. You've found a new twist on terrible.
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