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Queen of the DoomWeb a Study in Plasma

   (7 reviews)
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As you stride down to the burning city of Hell On Earth you note a baron reading a sign. The baron appears rather annoyed at the weathered sign reading "Under Construction - please come back in October." The baron gives one final scream and heads for a rock outcropping. You follow - and find yourself teleported along with the baron back to his queen's layer (nix your armor and all weapons but your pistol)!


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Oldschoolgeek32

  

E2M1

E2M1 is a good yet puzzling map. It contains chalk full of puzzles, secrets, and confusing traps alongside slightly cramped hallways. I also like the hellish theme incorporated and it could nearly pass as an "Inferno" Map! Another thing is that, its really impressive for 1994 and implements a lot of aspects in Doom Puzzles. Overall, a good map, could do some slight improvements on texture use though.

E2M2

E2M2 on the other hand is an arena-like battle map. a lot of the architecture such as the pyramid is pretty cool and some other aspects of the map. The space of this map is quite big and it could use some more monsters and more guns with its overall big atmosphere..an average battle map, not bad! 

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Walter confetti

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2 maps, one medium sized puzzle-like map (with very few moments of puzzling and more of bullshitting and weird choices) and one big arena map with a spider at the end, with the first map being the "best" of the bunch with a pair of nice looking rooms, all level is themed upon fleshy / organic style, that is a style i found is pretty cool.

For both the levels you have only a plasma gun with few ammo for it, chainsaw and berserk in E2M2 while fighting a spider mastermind (the purposely queen of this place, maybe?). That's pretty random but ok. Monsters aren't many but they are from the hard side: Barons and Cacos, togheter with some cannon fodder like imps and demons and some zombie.

 

Not great, but not horrible either, just a basic map. I like the puzzle idea at the end of the map. E2M2 ended too soon imo.

Title is weird and sounds pompous, description is funny.

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Guest

Unknown date

  
These two maps are dated August 1994. E2M1 is a sort-of castle level, with concentric "battlements"; it's uglier than a middle-aged man. You have masses of plasma ammo. The gameplay gets better as it goes along, almost approaching one star. E2M2 is an arena with a cyber and a spider, but it's easy to finish if you don't shoot and thus alert them - there's an impressive pyramid but no real gameplay. Neither level is impressive individually, together they are meh.

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Guest

Unknown date

  
It has octagonal shaped rooms, a cyber, a spider mastermind, some computer room boxes, a crusher and a teleporter maze all on a whopping two maps. 2/5 unless you think it deserves less of a rating. z34

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  • File Reviews

    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
    • By Argenteo · Posted
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    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...
    • By Argenteo · Posted
      Amazing episode, some custom decorations and good care to lights and shadows. I like how he uses the playing space (wide corridors) and how it affects the combat. Despite her beautiful voice, you gotta kill her. Burning trees.
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