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Enigma Town, Version 1.0

   (3 reviews)
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About This File

If you are tired of complete the 32 levels of Doom II and you finished R.J.G. Stark Base. then you have been trained for this. The new argument?: The big explosion of the Magna Reactor in R.J.G. Stark Base opens a hole in the timeline. And you fall on it..... Your eyes lights up, wandered because you are live, the first thing you do is to talk via radio to the Doom Team, The commander recognize you, WOW..., You are in 1999, 3 years... You walk and look around: Former R.J.G. Stark Base is now a small city in middle of radioactive desert, everything seems different, Barons of Hells are extinct, CyberDemons and Spider Mastermind are discontinued forever. Everything is new technology: The powerful Golden Walker, The new plasma fire gun, with a little wide range, the BFG10000, now toasts the enemy, and an UAC supersecret weapon system. Oh no, your signal has been intercepted, you are discovered, you must escape!!!, if you try to go to radioactive desert you surely will die. The only way is to touch the four Sacred Gems in the city in order to activate the Mystical Transportator somewhere. It's no easy, but you're ... you! So, once again, can get stuck off?

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Unknown date

Strange and wierd. Pretty fun to play though.

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Unknown date

Not bad for a 1996 level, decent detail, plenty of Mortal Kombat samples. Ah, the glory days of the internets... :-p 4/5

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • 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.