Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Cleimos

   (16 reviews)
Sign in to follow this  

Guest

About This File



User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

P41R47

  

Really good Episode for Ultimate Doom.

 

The maps are puzzle-ish and maze-ish and cramped, also sometimes tight on ammo.

But the layouts are really fun and entertaining. Maybe adjusting sector light could have been better, but anyway, this is a good mapset with neat details and a good story, too.

I played this episode along this dehacked patch, that comes really handy to know what is happening at the end.

 

I hope Cleimos 2, the conclusion to this story, follows the same entertaining approach like this one.

Thanks Rand & Steven Phares for this complete episode for U.Doom

Share this review


Link to review
Zalewa

  
For an old WAD - I dunno, it's worse than Doom 1, but it's not outright terrible even nowadays. There's lots of "Sierra adventure game" stuff going on with switches that you don't know what they do or with sectors vital for progression being marked as secrets. Visuals are valid and combat is mostly non-tedious.

Share this review


Link to review
Guest

Unknown date

  
I don't understand the good ratings. There are far better packs made in '94. These authors did everything you should NOT do when creating levels. There are at least a hundred instant death traps and inescapable pits that kill you with no warning. Secret areas are MANDATORY in order to complete some levels. 75% of this consists of annoying mazes. Architecture is mostly bad. Game play is unbalanced. I barely got through this thing without quitting. Awful pack. 1/5.

Share this review


Link to review
Guest

Unknown date

  
A legendary WAD, and I think it should be credited for introducing the "hub" gameplay concept in DOOM, even though it was implemented within the limits of the original doom exe. I never finished it properly, I think I will do so right now though. 4/5 -Maes

Share this review


Link to review
Guest

Unknown date

  
I'm more sceptical. This is technically very good for the period, and it's nice to see one of these old, ambitious episode replacements. But the gameplay is variable. L1 is solid, with a range of different styles. L2 is a tedious, copy-and-paste level. L3 and L4 are terrible, with lots of silly puzzles. L4 has a nice "reactor core". L5 and L6 are dull. L7 and the secret level are fantastic, with large-scale fights. L8 is a visual feast, with nice shading and some attractive polyobjects.

Share this review


Link to review
Guest

Unknown date

  
Legendary. Proof that '94 wadmakers only had DOOM in mind when designing levels, not Quake/HL/whatever modern shit, so what was good was really GOOD, well planned, just as the originals. WHY HASN'T THIS WAD BEEN PLACED IN THE '10 BEST LEVELS OF 1994' DW LIST??

Share this review


Link to review
Guest

Unknown date

  
A true classic. Design is astoundingly good for the time period, and is capable of standing up against other WADs for years to come. Suffers a bit from "realistic location syndrome", and experiments with gameplay features uncommon to maps even now. Play this. 4/5 -jj

Share this review


Link to review
Guest

Unknown date

  
An absolute classic! This was one of the first big wads i'd ever played, and boy it was a blast back then. Nowadays it probably holds up questionably but don't think you can deny that the maps a fun to play. Although, you might want to just play Cleimos 2 instead. 5/5

Share this review


Link to review
  • File Reviews

    • By printz · Posted
      This is a level for giants. Everything is huge, in all directions. But the giants aren't home, so it's you with the undead warrior mice. Like in "Jack and the Beanstalk", the theme is clouds or more precisely flying: there are very many wings of wrath, which you'll actually need, because sometimes you may get stuck in some balcony with no way out. Start over if you run out of wings or chaos devices and you're stuck.   For the most part I could not find weapons, so I heroically tysoned my way with the elvenwand, gauntlets and staff (yes, that's useful too even if you have the gauntlets). However, it turned out that a weapon is available near the start.   I couldn't find the exit so I gave up. It turned out it exists, but its access door is activated by a switch kilometers away.   Due to all this, the level is rather boring and annoying to play. It may be a deathmatch level for ants.
    • By printz · Posted
      An interesting level because it uses textures from other games, including Doom! However, it's not that hard or long.
    • By printz · Posted
      This seems to be a deathmatch map lightly fitted for single player. Despite the attempts for scary sounds and effects, the map is too easy, empty and free to exit.
    • By printz · Posted
      This level is pretty high quality, with good attention to detail and pacing. It's not very hard or heavy on opposition though, though you may still be glad you have items in the inventory once in awhile. The problem with this level is the rather confusing progression. It can be solved if you take your time to check the automap for clues, but won't work if you're impatient or in lack of time.   HINT: at one point you'll encounter a small wooden door behind a priest bas-relief hidden door. There's no clue whatsoever, but that door needs to be shot to open! I had to open the editor to find that out, as no information got provided about that.
    • By printz · Posted
      This wad seems to be a compilation. Anyway, here goes the per-level reviews: An average dock level. Water hurts. There's an unusual way to wade through this water to open some barriers. Overall pretty blocky and not that well done. It's plagued by REJECT errors causing most monsters to be passive against you. A dungeon level made of copy-pasted layouts. Overall much better and more slaughter-like than the previous map. Relies on switches and passages for the greatest part. An even better and much harder level. This one involves some wicked layouts of passages and lifts, and uses symmetry to its advantage. Overall, some super challenging levels but not very strongly structured, rather on the more abstract side.
×