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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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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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  • File Reviews

    • By DoomShark · Posted
      If you usually play at HMP difficulty then this wad isn't for you, You'll find it hard to play, If you do then you'll probably write a bad review..   I would rate this at least 4 stars if it was a complete wad, There are only 17 maps!.    
    • By printz · Posted
      This is a set of three maps by author @Memfis. They're all in Plutonia style and have new music, monsters and items. They're very hard on UV and author didn't bother with skill levels, so the only way to make it easier is ITYTD, which is still quite challenging. All the maps are wonderfully non-linear, and the way traps are set up means that you'll never go into a routine.
    • By printz · Posted
      Pretty good hell level and good flow.
    • By Gato606 · Posted
      Gotta take in count the effort put on doing this Just one big let down... why, why the hell Tails is an enemy?? :-(
    • By Gato606 · Posted
      At some point I thought "is this a jokewad"?  Cause you enter a map and just in front of you you have the exit button, just like that.  Some maps have some decent design, but the choice of monsters might not be the best, and nazis, why the need to put nazis on several maps? Maps with 0 monsters, 0 secrets, just a freely exposed Romero head spawning monsters, a couple of maps are just you at the beggining in front of the Romero head, other maps are like "hey grab whatever weapons and ammo you can before Romero spots you".
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