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The Void

   (9 reviews)
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Walter confetti

  

Pretty nice map, some parts are been a little rushed out like the columns texture alignment, but overall the structure and the layout is pretty cool!

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Unknown date

  
A damn good wad, I really enjoyed playing it. 4/5 -Comiclez

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Unknown date

  
"Pretty darn good." Some nice architecture, and the gameplay is entertaining, though a tad unbalanced here and there.

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Unknown date

  
Not great, not bad : even in 1996, some people were able to do far better-looking wads, and aligned textures. No connexion between areas (you're in a techbase, then you open a door, and it's a room full of monumental pillarrs, followed by a cave, then back in a techbase...). Still fun to play. 2.5/5

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Unknown date

  
This is dated January 1996. Not to confused with the more famous Void (id=12227) or for that matter Null Space (id=11435, the one where you're in a wooden castle floating in space). This has an end battle that's conceptually similar, with lots of imps floating in nothingness, but apart from that it's a good solid old dungeon level. In fact it's great fun throughout even today - the design is simple but the gameplay is knockabout fun, way better than most 1996 levels.

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Unknown date

  
Solid. -- 3/5

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Unknown date

  
I really liked this one. It's simple, has some odd atmosphere and interesting architecture, though take care of some bad textures alignments next time. There is also a lot of use of invisible sectors effect that make monsters not seeing you which is funny. 4/5 - Optimus

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  • File Reviews

    • By Walter confetti · Posted
      IT JUST WORKS! Ok, with that stupid jojoke out of the way, we can start talking about this map:   It's a nice map from 1995 with some interesting room shapes (especially the one beyond the blue skull key door), the difficult and map flow is pretty easy and straightforward to navigate, don't fell discouraged by the large amount of enemies (it contains 120 monsters in total)! They're just cannon fodder for the majority of the map, expect for the final part with a arch-vile / cyberdemon combo near the exit, overall it could be easily beaten in 10 minutes or even less if you are a talented player... Enjoyable.
    • By Walter confetti · Posted
      Pretty 90s-ish, basic looking map sets into a tech / hell fortress of sorts, really large map that i've finished in 30 minutes, but luckily the map uses not really hard monsters to confront, making this pretty easy to finish, but again, is a long, LONG map with the most tedious parts are the mazes and that long backtracking stairs... Pretty meh   Also this map crashes on Doom 2 exe (DosBox) when you save the game, so i played it with a limit-removing dos port (doom 2 plus) without any trouble, so if you want to play this you had to use a limit removing port.
    • By Walter confetti · Posted
      Nice mini episode, reminds me of some sort of amateurish Plutonia Experiment sometimes. Pretty enjoyable!
    • By Summer Deep · Posted
      A very decent challenge. Took me about half a dozen attempts to crack it on UV. The wad is from 2015, but could just as well have been from around 1997. Solid, traditional classic Dooming.
    • By riderr3 · Posted
      The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.   The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.   I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
      And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.
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