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Escape from Atlantis

   (7 reviews)
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About This File

Scientists and Archeologists alike speak of the lost continent of Atlantis, where technology even greater than ours was thriving, and people could live in peace. But Atlantis disappeared. Many say it was a volcano, others say it sunk. You were one of the Archeologists involved in finding Atlantis, and one day you were knocked out by some Barons nearby the site. Once you woke up, you were in a place that was very unfamiliar to you. You sprang up and realized that you were in Atlantis! But the cause of it's destruction was an invasion demons! To live, you must fight, and if you win, you will live to tell the world of the truth of A T L A N T I S


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Memfis

  
Fun stuff except that there are some problems with stuck monsters and inaccessible items. The design isn't particulary interesting but it is competent enough. I found it to be quite low on ammo, good thing I managed to locate the secret berserk. Very cute idea with drawing "maps" of some rooms with small sectors.

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Zahid

  
good map for 97 multi routed ,one secret is unaccessible...and Inescapable pits are minor issues but decent overall....

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Guest

Unknown date

  
This is a decent level that would have been very good in 1994/early 1995, but it seems old-fashioned for 1997. The design work is simple - Atlantis is a stone dungeon - but the flow and the gameplay are solid. There are too many inescapable pits, a couple of which don't even kill you, so you have to noclip out of them. There are some consoles in the first room that you have to press.

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Guest

Unknown date

  
this one is quite hard, but it surely needs another name than Atlantis. It's quite bare, but quite difficult as well. ~1/5

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Guest

Unknown date

  
Not a bad effort. Good action, plus you have to do a little figuring to survive. This kid was doing finer work than a lot of the grownup wad designers you see around here (although perhaps that's a function of much larger amounts of free time :-) ).

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xnv

Unknown date

  
Interesting wad with a few problems. Inescapable pits, lack of ammo and author forgot to set one of doors to use yellow key so map can be finished much quicker. Also, RL is a secret which is hard to find (unless you're spamming use on every wall) but seeing rockets everywhere made me think that I somehow missed it.

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
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