Squadron 417 (2,3,4 Player Cooperative ONLY!)

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Author

Sam Lopresti,Jeff Cruser,Keith Hickman & Damon Thomas!

About This File

Squadron 417 has earned a reputation throughout the solar system as one of the finest two, three, and four man fighting units ever to come out of the Deimos Academy on Mars. As such, your unit is continuously asked to go above and beyond the call of duty. Your mission is very simple: - To go from site to site clearing any and all alien infestations you might find. - These sites could be anything, so you must be prepared for any and all eventualities.....

Good Luck, you will need it!

Base

New levels from scratch! (Is there any other way?)

Bugs

None, our work is purrfect!




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princetontiger

  • 5
  

Incredible old school wad. Big deal back in the day. Recently started playing it again.

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lupinx-Kassman

  • 5
  
My goodness, what is map12's music from?

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NuMetalManiak

  • 3
  
some very questionable design decisions prevent this from being actually fun. the combat is INSANE though. might give it a second play.

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Doomkid

  • 4
  
like all maps from this era, in very quirky, but it's also damn fun. Cool little custom assets here and there too. From the same author of Area51, and it shows.

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Memfis

  • 5
  
Hardcore oldschool maps with a manly soundtrack. On Map17 there is a "split" moment where you need two players to progress, the rest is playable in SP too. Awesome.

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Unknown date

  • 5
  
THIS WAD RULES!!!!!!

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Unknown date

  • 5
  
I have been enjoying this pure coop WAD since its heyday, back in 1996 and I still find it to be one of the most satisfying cooperative experiences I have had, to date. Contrary to a previous review, the levels are light-years ahead of their time in design, intricacies, detail, and pure beauty. It is a non-stop action/puzzle WAD that will leave you and your friends craving for more. Best if played on Difficulty 3: Hurt me Plenty. -- HeroShot

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Unknown date

  • 2
  
Meh... 2 Stars. Would be nice if you made a Weapon Replacement WAD for this WAD. 2/5

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pcorf

Unknown date

  • 5
  
One of my favorite old school megawads. Good fun blasting the crap out of enemies with your RL and BFG. Altier 6 (MAP10) is my favorite map, a city like map under a dark sky that contains a looping road. New Co-op was extremely hard but somewhat beatable. Crushing the Cyberdemon in MAP01 was funny. I got a lot of my early map design inspiration from some of the maps in Squadron 417 back in the 1990's. - pcorf

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Unknown date

  • 1
  
This is not so good, some good action at times, but lousy design and you can get stuck :( - PerOxyd

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Unknown date

  • 5
  
Without a doubt the best .wad EVER!

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Unknown date

  • 4
  
NB: Almost all the maps are OK for single-player too. See the demopack at www.doomworld.com/sda for details.

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BlackFish

Unknown date

  • 5
  
Great soundtrack, very challenging.

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Unknown date

  • 5
  
AWESOME MUSIC!!! what? there were levels too?

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  • File Reviews

    • By felgro · Posted
      I usually hate mazes as a pointless complication and the good news is, despite what author says, this isn't that mazey. It's quite enjoyable actually. Good basic crap free Doom. Great way to kill 10-20 minutes of your time.
    • By Wiw · Posted
      I would rather cut off my penis with a rusty bread knife.
    • By NuMetalManiak · Posted
      if you want a megawad in which it feels like playing beyond hell, well, that's exactly what this says, except let's interpret that title a little differently.   this mapset is fucking dreadful. it's not on the same level as playmasters.wad, thankfully, but it's just awful in gameplay overall. and design sucks too. to cap it off: really dull gameplay moments at times, but then you get to slaughter lots of imps or other small monsters. that's fine, but the authors like to put chaingunners in just the worst of spots. to further add to it, level layouts are even worse, triggers where you don't know what does exactly what, tons of damaging floors, and some assholish crusher placement in many maps. let's also not forget the 0 brightness rooms and blinking rooms. some map layouts even get reused, like 01 and 12, then 13 and 27.   "highlight" maps: MAP09: has a big FIREBLU maze that actually isn't all that fun to go through. MAP15: chaingunners all around you at the start MAP18: almost impossible to 100%, has two crushers that are impossible to avoid, TWICE. MAP24: for continuous players, since MAP23 had a Type 11 exit, lots of chaos with hitscanners means just surviving at the beginning is insanity. MAP28: alright, the only map I actually liked.   so yes, this was an experience beyond hell, and one of the worst megawads I've ever played. it's one of those megawads where you just feel worse after playing it.
    • By doomfighter667 · Posted
      like the details in the levels