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Return to Phobos

   (66 reviews)
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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

  
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.

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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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Guest

Unknown date

  
Definetly one of the best 1994 wads!. get it now!. 5 Stars -PC

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Guest

Unknown date

  
One of Doomworld's top 100 wads, but it doesn't hold up well by modern standards. M1 is great, M2 is broken (the bridge doesn't rise at the end) but excellent, M3 is awful, M4 is one big, dull loop with a secret exit you'd never find without noclip, M5 is nice and atmospheric, M6 is short but okay, M7 is okay, M8 is disappointing, and M9 is interesting. It's not a bad wad, really, but there were better wads at the time. 3/5

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Guest

Unknown date

  
An instant classic for many people. For some it may be pretty below average but many others will appreciate the vintage feel of this episode. I especially do and I shall reward it with 5 golden stars.

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Guest

Unknown date

  
I tried playing it but the wad file in the zip is corrupted.

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  • File Reviews

    • 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.
    • By Summer Deep · Posted
      Played on UV, GLBoom+   This is a very decent map for its era, but is not without its flaws. Plenty of enemies and traps, but more than enough health, armour and ammo to deal with them. The trickiest bits are the section near the beginning, where a couple of the chaingunners appeared to be able to shoot through solid barriers, and an 'infinitely tall' imp can cause problems, and the encounter with a couple of archviles later on, which needs to be dealt with promptly and effectively.   The lyrically-related puzzles are an interesting element and work pretty well. The elevator device near the end is clumsy though - it takes an eternity to go up and down, and the situations it engenders are predictable and tame.   If you want to experience a more challenging and polished map by this author, try his later Hidden Mountain Factory wad.   Around 65/100 for this level though.
    • By pritch · Posted
      I can't in all conscience not give Sunlust 5 stars.   This was my first run through, I'm late to the party but don't have as much time for Doom nowadays. But if something like this were released every week, I'd probably never play any other game again.   I've gotten so used to playing such great maps and megawads created by this community that I can honestly say commercial games routinely feel lacklustre in comparison. And these are free - the best things in life truly are.   Sunlust isn't perfect. I dislike the glut of killed-to-end maps in the late teens and twenties - I think once an episode is enough to rebuild from a pistol start, especially when most of the weapons are given to you anew quite quickly due to the difficulty. I do get it though - the mappers want that BFG back at times, to force you to do it the hard way. I personally don't like too many maps that prevent you backtracking for health or armor that you save for later. Some of the later maps are, in my opinion, a bit too hard, and a bit too hit-switch-for-slaughter, too soon. Some of them are only average for design and visual appeal and I dropped below 60fps in places with a relatively fast CPU.   These, though, are minor niggles in context. This is a great mapset, and in particular one of, if not the best map 30s I've ever played. Map 30s are usually so constrained by the need to have a demon spitter - it's just not a very good final boss and we've seen every variation on a demon spitter map under the sun now. Far better to do a grand set piece finale with a four figure monster count - and that's what we get here. The final arena when the lost souls spawn above the main battle is visually one of the most impressive experiences I can remember in years of playing thousands of wads. It's not just the final arena - the entire map has a deeply impressive and imposing ambience and deceptively simple yet awesome architecture. It was a fitting end to a great set.   Too many good maps to state them all. I guess a special mention to map 13 - I love the flow and feel of this one, and it has a banging track. The music is very good throughout, and feels tailored to a lot of the maps. They modified one of the PSX Doom tracks for map30 and it is just perfect.   4.9/5 then - I wish they'd do it all over again...
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