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Basilica

   (18 reviews)
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About This File

A HUGE one-player level set in a cathedral. Several puzzles and tons of mayhem. For use with original DOOM, v1.666+. Includes lots of original graphics and a Bach instrumental score. See below for important play info.


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doomedwarrior1981

  
Be warned this level is extremely challenging to figure out due to all the puzzles it is fun if you have the time to figure them out. It is a rather large and beautiful level.

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Meril

  
Great map, but without included walk-through I would never found those lion switches. Easy, but final battle is hard in comparison to others. 4,5/5

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Guest

  
Good stuff, but you do need to peek at cheat sheet now and then.

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cs99cjb

  
Jumping puzzles, lift puzzles, switch puzzles, walking puzzles: it's crammed with intricate little mechanisms. The gunplay is mostly shotgun sniping. If you like obvious progression then you'll loathe it; even the non-hidden doors are easy to overlook in the dark. The ending screen helpfully told me that my time of 01:05:54 'sucks' but I think I should get a prize for patience. I hated the one-time door that needs monsters to block it (in fact I cheated) so 3* from me.

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Guest

  
Lots of work. Has some nice scenes, nice decoration and new textures - although they give a bit too cartoonish ambiance. On places too dark, switch-hunty, and most of the puzzles didn't give fun. F.e. the door closing while approaching can be done but is quite tricky because it needs a monster to block it, and it just takes too much time. Fights @ UV are nothing special. Overall despite the gameplay: small 4* for the effort, also because it is from 1997.

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NuMetalManiak

  
very cool map, exploratory with nice architechture and some good fights. puzzling but very cool.

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Guest

  
Really quite nice to look at,decent gameplay.

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Guest

  
Hard puzzles. I finished the map with the walkthrough :P

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Guest

Unknown date

  
Amazing fun and good architecture and didn't confuse me as much as other big riddle wads, even though for a little while I was still wandering around.. 5/5 - Optimus

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Guest

Unknown date

  
I love this map. Maybe a little confusing at times, but great overall... - 5/5

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Guest

Unknown date

  
This is more than ten years old. You get several .bat files, but you can just run the .wad with e.g. Zdoom, and it works. The level has lots of new textures that look cartoony nowadays, but the lighting and layout are good, but a bit aimless. It's interesting to see a gothic library in a level presumably started before Doom II came out. The gameplay isn't bad, bit dull; there's a clever lift puzzle, a horrible stone catwalk puzzle. Very wandery at times.

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Unknown date

  
Could be part of Eternal Doom... but would be one of the weakest maps in the set. I liked the locked door texture and that's all. This map is huge, empty and easier than Fava Beans (play it on -fast or yawn when playing). Not bad, just boring and - for me - lacks atmosphere. For big castle-like maps, download Eternal instead and play maps 07,11,19... 2/5 stars, vdgg

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Unknown date

  
Fantastic wad - very beautiful and atmospheric. The gameplay is based on some clever puzzle-type features, so give yourself plenty of time to savour this one. Monster-wise, it's quite gentle.

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  • File Reviews

    • 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.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
    • By Zalewa · Posted
      If you want something that looks uncomplicated but fair looking, easy but not uninvolved, non-linear but small, somewhat blocky but still good architecture and very quick to beat without ever saving throughout all 9 maps then this is your WAD. I played it, I liked it. Design themes stray towards the original E4, but are not exactly the same.
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