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GALAXIA.WAD (The Ultimate Czech Level)

   (108 reviews)
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About This File

- This is my first creation. But I tried to avoid mistakes like too high sector, too long line, HOM, texture misalignment and such ... - It took me many hours and when I finished the level after several weeks, I didn't want to have just a few soldiers. So, this is gonna be tough. - No Cyberdemon, but several spiders. But wait! The one in the first room is here just for the story and will be killed later. All other spiders are only decorations and won't be killed. A few cacos and barons. (total: over 330 enemies) - You will be given all weapons except the BFG. - Don't believe in invulnerability. (It sucks). - There are no traps or places where you would stuck. - No puzzles, just an instant and hard action. Hey, this is DOOM! - My plan was to design an original subway area and sewers. (of course). When I started, I hadn't played a single pwad before. So I didn't steal any idea, just was not first. - THE LEVEL WAS DESIGNED FOR ONE PLAYER ONLY AS A STAND ALONE WAD. PLAY THE LEVEL AND QUIT. YOU SHOULD HAVE A FAST 486 (designed on DX2-66 VLB). - I can complete the level in about 50 minutes.


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Stale Meat

  

Galaxia is certainly unique among the levels released in 94. Rather than the standard fare of killing your way from start to finish in an abstract level, Galaxia offers the player a level with a clear narrative that reflects its story quite well. Your goal is simple enough; escape from the underground while wading through a sizeable enemy resistance to get to your ship waiting for you on the surface.

 

The level layout is simple yet meaningful. Each section is distinct and does a good job of giving you a sense of progress. Starting in a series storage houses you will find your way to a containment of Spider Masterminds, an underground rail system of sorts, winding sewage tunnels, and finally the surface where your ship awaits. The geometry is simple and a bit primitive by modern standards, but it works well enough at portraying what it sets out to do. A use of crude but fitting textures goes a long way in helping set the mood of the map. The best examples of course being the occasional scrolling announcement boards that you will come across along your way. Other textures like the cages and drainage tunnels also do well to convey the unique atmosphere. While there is an amount of strange texture alignment and even stranger texture choices, this is to be expected from the era rather than a glaring fault of the author.

 

As far as the difficulty of the level goes, it is certainly a rougher experience than base Doom. Giving you a shotgun right off the bat still leaves you no match for the Mastermind that descends into the starting area, and this is intentional. Common sense dictates you avoid it and the other Masterminds you find later on, but even using the provided cover it can be tricky getting out in one piece. On UV there are 300 something enemies to contend with, but only a small margin aren't cannon fodder, and all are spread quite evenly along the level. Health and Armor is somewhat scarce, with ammo only a bit less so. There are no officially tagged secrets, but there are a few hidden areas with goodies that definitely go a long way in making life more manageable. Like the Readme states, you should make it out with just enough supplies to manage against all but the "decorative" spiders, even assuming you miss a few hidden goodies. While the shotgunners can be a bane at times, it is an overall enjoyable fight from beginning to end.

 

The only serious gripes that someone might have is that in exchange for a narrative driven experience, the map is quite linear, so don't expect huge replay value unless you really like what it offers. The WADS second map on E1M9 is also a good deal underwhelming, being nothing more than a quick and cramped berserk punch-out in a tight ship. Not necessarily terrible, but definitely skippable.

 

Overall I would recommend giving Galaxia a try, as it really is one of the best of the best 1994 has to offer. If you are a sucker like I am for quasi-realistic maps that tells a narrative through the gameplay, this WAD may just be for you.

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Liberation

  

One of my favourite 94 wads, if not my favourite. So much character and the map layout is fantastic. 

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pulkmees

  

This is a pretty good map and it's made in 1994. A linear shotgun/Plasma Gun extravaganza, that keeps it interesting by letting you feel your speed. Favourite part was the traintrack hub fight. Music is weird, but fitting for the gameplay tempo. There are some odd texture choices, but in a map like this you don't care about that.

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Eris Falling

  

Cool map. Not the prettiest map, but it mostly avoids being outright ugly, though the weird panels in the metro station are a bit questionable :D

Quite fun to play, though maybe a bit too much focus is placed on the shotgun - I didn't feel there was enough ammo to get as much use out of the chaingun and rocket launcher as I would normally like, but the sound replacement for the shotgun is actually pretty decent and makes it quite satisfying to use. The other sound replacements are ok, save for the pistol/chaingun which sounds awful.

 

Not hugely difficult, but there are a number of situations which presented some mild challenge - I guess the most difficult section was supposed to be the masterminds in the prison cells, unfortunately though all but two of them were stuck and couldn't shoot (played in QZDoom with Doom strict), so that was cheesed. I did pick up on the intention though with the one-time lifts as I used it to get past the two that weren't stuck, and it is a cool idea, just a shame it didn't work. Overall pretty good map.

 

There's also an E1M9 included, but this is just short Tyson map in some narrow corridors - maybe a nice little reality mode challenge but otherwise there's not really anything to see there.

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bzzrak

  
"i still think it's great in '07" says an old comment, 10 years have passed and it still is.

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Kingpin3

  
Really good. 5 stars for me because its from 94 (!) and i really love the realistic style and ideas.

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nicolas monti

  
Absolute legend. Sure one of the best of 1994. Also I remember those crazy colourful panels on the sides of the metro stations when I was in Prague 10 yrs ago, so Czech to the quick. Engaging gameplay and great atmosphere. Nice new textures, the part of the sewers was well achieved and the ship at the end was pure oldschool epicness

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Guest

Unknown date

  
The level with the spiders? This one was one of my old favoritest single WADs. I like the music too!

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Guest

Unknown date

  
a classic

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Guest

Unknown date

  
5/5 Old time favorite, plus the subway tunnels rule!!! /StealthyIvan

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Guest

Unknown date

  
Holy. Shit.

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Guest

Unknown date

  
this was one of my favorite maps back in the day and i still think it's great in '07

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JudgeDeadd

Unknown date

  
A lot of original ideas and memorable moments, such as the atmospheric beginning, or the frantic run down the spider hallway. Fantastic epic music and good new textures, apart from the garish purple wall (seriously?) Constantly passing into entirely new areas makes the map feel longer than it really is. The only weak part are the confusing sewers where you're denied use of the automap and the water keeps hurting you ("THERE ARE NO MAZES" my ass). Overall, highly recommended and historically significant.

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Guest

Unknown date

  
July 94? Unbelievable! 5/5

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Guest

Unknown date

  
Probably the best'94 level I have played.-5/5

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Guest

Unknown date

  
5/5 i was especially amused with the title screen. good work

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Guest

Unknown date

  
A very old map that is better than almost all modern maps. Design and gameplay are top-notch. First deliberate use of voodoo dolls too, maybe?

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Guest

Unknown date

  
Talk about 1994 wads, ehh!. This is one of the biggest and best from that year. Those Spider Msaterminds really gave me a scare when I first played this level. 4/5 -pc

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Guest

Unknown date

  
THIS IS THE BEST WAD EVER!!!!

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Guest

Unknown date

  
This is the greatest level made in 1994, and has aged very well! Even today it is better than a lot of this t667 and community map project bullshit in recent years, I love the progression between areas of the level and I love the feeling I get when I get out of the main indoor complex to see the bright blue sky and buildings. The only problem is perhaps that the circular subway track changer room with the yellow key is too bright.

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Guest

Unknown date

  
And I thought there'd be no reason to play Doom 1 ever again. E1M9 is kind of an anticlimax comparatively, but the first level is righteous.

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Guest

Unknown date

  
A very large level for its ago. A bit ugly as far as looks, but plenty of nice ideas and good gameply keep it interesting.

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wildweasel

Unknown date

  
Almost ten years later, I still come back to this one. Something about the way all the Masterminds are placed and the use of the Das Boot MIDI really drives this one home for me. ...I'm gonna go play it again.

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Guest

Unknown date

  
It's pretty decent. It's certainly one of the more complex levels from 1994. The texturing is a bit ugly on some parts and I thought there were too many mazes in the level. The story is interesting. I love that TITLEPIC. I find it funny. 4/5.

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Guest

Unknown date

  
Why on earth has this got so few stars? 5/5

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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