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Intruder

   (2 reviews)
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About This File

STORY SO FAR... A rebel planet in a barren sector of the universe, called Talay, has not contacted with anyone for 25 years. Today, at UAC, they have made sucessful communication. After a two-hour talk, UAC has agreed to send all their present information to them, if they do the same on Talay. The story is sent through a portal and into the hands of government officials. Here's the jist of it: They have been useing advanced technology for the last 25 years, and didn't want the ideas to be stolen before they could lock 'em. Now the procedure is finished. They can put anything into this "black hole" and have it appear anywhere in the galaxy. The only problem is that anything can beam back. Throughout the year, strange things have been coming through, weird bugs, artifacts, even an egg. It seems as though another race is toying with them. The Talains have taken on an evil way, being so caught up in protecting their software, they take humans and do insane expiriments, like testing how long they can survive while being flooded with Carbon Monoxide, and trapping them. But the test subjects, or logs, have been on strike. they've been kiling everyone and everything they find. Some have been put in cells that will explode on contact. ----END OF COPY----

Back at UAC, Talay pleads for more workers for its Base. To keep this truce stable, they ask how many. Eight is their reply. You and a cast of 7 more beam down to Talay.

{YOU} (Holding Video\Audio Comm unit while speeding through corridors) Colonel Malone, sir!

{Colonel Malone} What is it?

{YOU} We've got to raise sheilds now! There has been illegal transporting in the area!

{Colonel Malone to 1st Leut. Summers} 1 Leut. Summers, raise sheilds, full power!

{Summers} Ay, sir! What?

{Malone} What now?

{Summers} Sorry, sir, someone's been tampering with the sheild core! We can't put a watt into our sheilds!

{Malone} Then we're sitting ducks. Set the Nuclear Destruct Core for ten mi--NO! DON'T!!

(Scene of flashing Comm with screams and blood darting out.)

You're the only hope for the world. If the Aleins get the SuperComputer online, they could do monsterous things to everyone.


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Memfis

  
An elaborate adventure level (might take you around 20 minutes) using a midi of Axel F. There are many new graphics that explain the purpose of the areas (a conference room, an asylum, a weapon storage, etc). All areas are cramped, which might result in you getting seriously hurt and begging for the next medikit, but overall there are many supplies. The most evil part is a radiation maze where you can't avoid the damage and have to quickly find a switch. It's engaging and creative, I liked it.

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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.
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