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   (70 reviews)
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Percy T

  

Needs more textures, but I'm a fan of the large military base type levels, especially E1M5. Worth a play for sure!

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Argenteo

  

Episode replacement. I like e1m5 (the big columns pattern on several areas). But I reached the exit too quicky on the non-linear ones. Switch after switch. 

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aargh

·

  

Crude, simple, yet surprisingly inventive for 1994. There's a lot of switches and the layout is very non-linear and sometimes quite confusing. In one level I had to idclip to the exit because I had no idea how to get there otherwise. Overall, this was a nice nostalgic experience.
Difficulty: easy. Mods: Project Brutality 3, UDV.

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CyberDreams

· Edited by CyberDreams

  

This mapset is a little too "switch hunty" for my personal tastes but for a WAD designed in 1994 it's actually fairly impressive. I can see why it was included in Doomworlds "The Top 100 WADs Of All Time" list back in 2003. Michael Kelsey really seems to have a "freeflow" sort of mapping style as most maps are very non-linear. But i digress, there are plenty of switches to behold.

 

Also as most people know there is a bug in Doom versions above v1.2 where the bridge for the exit in E1M2 doesn't rise. Besides that, i didn't experience any other bugs while playing through the WAD using GZDoom 4.1.2 (w/Doom Strict compat). The enemy count isn't very high in this mapset so i wouldn't go in expecting a ton of enemies (the very highest is around 180-ish). It is very much based on switches and puzzles as well as exploration, although a few maps tend to be easier and more action based then others.

 

Speaking of easy, the last map (E1M8) is a bit of a letdown challenge wise. I suppose back in 1994 it was really impressive and i did like the design/layout of it. I guess i was just expecting a little more of a challenge, especially after coming out of E1M7. 

 

Overall it was a decently designed mapset for the era that's more keen on puzzles than action but it's not one that i personally would constantly re-visit. I do think it's worth a playthrough at least once though, especially if you like non-linear puzzle/switch oriented style maps.

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Meril

  
Very good, but E1M2 destroys good mood by bug with bridge to exit. How it's possible to not found such major problem?

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NuMetalManiak

· Edited by NuMetalManiak

  

couldn't seem to extract the file from the download, so I downloaded the one from DSDA. it's an okay '94 episode replacement, but it's not very well done with quite a few bugs and confusing layouts. I could probably list them from the top of my head, but in all honesty why bother, the set is actually very unmemorable and there's just nothing that sticks out. for those still interested, you're looking at low monster counts, but even those monster counts don't help make the wad seem nicer at all, it's just really boring and okay.

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Guest

  
An excellent map set for its day - 1994. It was fun to play, and certainly worth the time to download & play!

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Guest

  
shit. primitive

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aldiboronti

Unknown date

  
I don't know how people are managing to get this wad. The files are corrupted and can't be uncompressed.

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Guest

Unknown date

  
YOU MUST PLAY THIS!!!

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Guest

Unknown date

  
^^No there weren't many better wads at the time. Like anything from 1994, it holds up questionably, but you can still squeeze some fun out of it. 4/5

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belphegore

Unknown date

  
For 1994 wad its from the construction side very good. But its way to easy (too many ammo, health and power ups)and has some noteable errors. Exit in E1M2 is not accessable. No redkey card in E1M4 but instead a yellow that you dont need. There is also a small niche where you can stuck and a secret isn't accessable. A secret in E1M9 is also not accessable. 4/5

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Guest

Unknown date

  
2/5 The Top 100 feature praised Kelsey's technical skill and his facile use of the OEM texture scheme, but I cannot agree that this has "fantastic artistic sensibility". The levels are painful to play: huge with little variety in opposition, uniform in difficulty, and reusing the same color combinations and lift sequences over and over and over. Switch puzzles in particular *merely* avoid making me actively uncomfortable despite their size, rather than being engaging plot points as Linguica implies.

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Guest

Unknown date

  
A solid episode of quasi-E1 style that is worth a place in your "1994 worth keeping" collection. As usual, architecture is bland for today but it's fun to play.

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Guest

Unknown date

  
not really cool! 2/5

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Guest

Unknown date

  
9.9999999 out of 10

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Guest

Unknown date

  
gave up on this wad when unable to find the swictch to raise the exit bridge in M2... after activating what seemed like 2 dozen switches...the maps look good but the 'logic' of the problem solving just isn't there leading to frustration and hence ruining any enjoyment

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Guest

Unknown date

  
Please stop trying to compare a 1994 WAD to modern WADs; it's just stupid. I'm impressed this episode came out in 1994; no doubt my favorite from this year. ~vf

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Guest

Unknown date

  
This is a solid effort... I'll give it a 5 out of 5 because it's from 1994. Yes, I agree. Lets not compare this to a modern recent level. Remember this wad was created in the early days... even before Doom II. 5/5 full respect.

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Guest

Unknown date

  
This is dated August 1994. It's an E1 replacement, one of Doomworld's top 100. The design has lots of tricks that were state-of-the-art at the time. Nowadays it looks retro in a good way, and it's still fun. E1M1 is an epic opener that's a bit too switchhunty, E1M2 is a bit Death Star, and the rest is similarly good, although nowadays it feels a bit long-winded and easy. The levels are all mid-sized. E1M8 is simple (by that time you have loads of rockets).

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Guest

Unknown date

  
I had a lot of fun beta testing the Level for Michael. IT ROCKS!! Watch for the secrets! If you think they're hard to find now, you should have seen the original draft!

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Guest

Unknown date

  
Another timeless classic from summer '94. The author's obsession with switches was indeed legendary, but the exit on E1M2 is broken not because of that. It exploits a bug in DOOM present in versions up to and including v1.4 beta that was subsequently fixed. Either play with that or with prBoom-plus "-complevel 0". - N_A

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Guest

Unknown date

  
too much frustration, too little action. but as '94 wad it certainly get a bonus star, so ****

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Guest

Unknown date

  
How the hell do I get off Map 2? It's just a mess of switches.

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Guest

Unknown date

  
Like I'll say to any other decently competent 1994 wad: Treat it with respect. There's little about this that I'd call superb, but nothing I'd call bad either, and you just have to add on at least one star to anything this old that's not horrid to be at all fair. I mean, episodes like these wouldn't be considered inspirational or classic if they came out yesterday, but they didn't come out yesterday. They came out in the very early times of Doom's existence, and that's why they are recognized in such a way.

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  • File Reviews

    • By abunchoftrash · Posted
      honestly the weirdest wad that ever released. play it if you have the option.
    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
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