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Satan's Workshop v1.3f

   (5 reviews)
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Guest

Unknown date

  
In this version, I'd set the offset on that panel switch to try to make it stand out more. I agree the yellow key strategy was a bit convoluted. I was aiming for more challenge than just a pile of monsters. I did warn people in the spoilers about the yellow key. I was hoping that people would notice that one of the computer alcoves in that lab was empty and used the same floor texture as the space behind the yellow key. :) Brian English, 2/7/08

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Guest

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This is a solid map, although it feels older than 1997. In fact it feels like a good Doom 1 map from 1995. It has a dark crate maze, lots of Doom 1 textures, and the gameplay is mellow. You will not run out of health or ammo. Apart from the dark crate maze (albeit that there's a hidden light switch) the level is very likeable in and old-fashioned way. If it was released tomorrow as a retro level it would attract good reviews. There's a bug that can trap you in the exit room, though.

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Guest

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In fact there isn't a bug that can trap you in the exit room. And it's not the exit room. The procedure for getting the yellow key is the level's biggest failing; you have to flick an unmarked and unexceptional computer panel, and then turn around to see a silent door. And once you grab the yellow key, if you step forward slightly you are transported to inescapable death. The whole rigmarole lets the level down, and I dock a point because of it.

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TimeOfDeath

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fun '97 map, don't miss the light switch in the dark room

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Guest

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good level not to bat monster placemint but a little to dark it was good for its time 4/5

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  • File Reviews

    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
    • By Walter confetti · Posted
      One of the earliest Doom user maps and It shows. Despite the raw and empty design, the author take a good use of 3D space creating a small fortress surrounded by mountains, the level Is fun to play and not hard. A fancy escapade and a piece of modding history.
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