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Cyber Death

   (5 reviews)
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This level has been designed with a similar theme to E2M8. It's a huge outdoor area with scores of large pillars scattered randomly about; there is a fairly large open area in the center of the level... There are quite a few lost souls flying around, but the main adversaries (for single play) are CyberDemons. Yes, that "s" belongs there! Here's what you will face with the various skill levels:

Skills 1 & 2: Tons of lost souls... 1 Imp (you'll see...) 1 CyberDemon

Skill 3: Tons of lost souls... 1 Imp (he does serve a purpose!) 3 CyberDemons

Skills 1 & 2: Tons of lost souls... 1 Imp (something about this room...) 6 CyberDemons ;-D

Each skill level has enough ammo to defeat all of the monsters (this *has* been tested!). Thjs level should seperate the men from the boys...

There's a smashing exit! This was in my first PWAD (E2M1SAS.WAD) which (as far as I know, was only distributed on AOL) and fits in quite nicely.

The level has also been set up for Death Match (a primary design feature!). Skill 3 is probably best for this. There are hidden teleporters and a few other hidden goodies for when the ammo is low and your opponent is close...


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Unknown date

  
This can be quite fun if you want to practice killing Cyberdemons (as I remember doing so in this very level half a dozen years ago or so). Definitely not worth only 0 stars like the anonymous blockhead above voted (hint: never exaggerate your vote to balance another's vote, unless you're a true retard); in fact few replacement boss levels from '94 are as entertaining and useful as this one. ~Chain Mail [3/5] (11/2007)

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Unknown date

  
No it isn't, it's rubbish, and you can't even spell the word "know". Christ. This is exactly what it says in the textfile "a huge (sic) outdoor area with scores of large pillars scattered randomly about" and there are some cyberdemons. You get a plasma rifle. It's not really huge, and it's as useless as it sounds. Some of the pillars are secrets, but they are unmarked. You can run straight to the exit.

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  • File Reviews

    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
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