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Cyberdreams

   (212 reviews)
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About This File

Well, and now the key question: WHAT IS CYBERDREAMS? In our opinion, we consider that Cyberdreams can be described, first, as a pile of Doom levels in which the point is killing Cyberdemons in several ways and situations. But if you have been playing Doom for a long time and have tried the different playing modes (solo, deathmatch and ctf - who the hell plays cooperative?), after finishing Cyberdreams maybe you'll have the sensation that this is a different way of playing Doom in which you probably never thought before.

Killing a Cyber never was so difficult in the original game: you had a lot of weapons and ammunitions to fulminate them in a second. The difference in Cyberdreams is that your only "weapons" will be your movements, your strategy and a bit of your imagination. The only real weapon that you'll be able to use (and just in a few maps) will be the pistol. And not for killing a Cyber, but for doing other things (anyway, killing a Cyber with the pistol seems completely ridiculous and boring...).

You'll find while playing Cyberdreams that in some levels you can exit without killing all the Cybers. We really tried to avoid it, but in some cases it seems impossible, because of the design of the level. At least for us it's clearly obvious that the REAL point of each map is kill them all before exiting. Think about it.

We think the best way to realize what Cyberdreams is is to start trying it. And if you get interested in the first levels, you'll probably enjoy the rest of them, which become more attractive and complex. The ambientation of the maps is in most of the cases simple and accurate as well. We have been designing Doom levels for more than a year and a half and we almost have imagined everything that can be done using Doom editors. We got tired a long time ago of seeing the same kind of maps with the same kind of structures. In general, people have forgotten that risk can be one of the best tools while designing. In Cyberdreams levels there is a bit of that risk, and a bit of our experience. All we can say is that we tried to make the detailing and the texture alignments in an almost perfect way. For the rest of the things, the veredict belongs to you. We'll surely respect your opinion, but first... please take a look at the whole adventure.

One last thing: the Dehacked modifications refer only to text sequences, weapons, ammunitions and cheat codes. The behaviour of Cyberdemons and the rest of the things KEEPS BEING THE SAME as in the original Doom. Maybe YOUR behaviour won't be the same after playing this adventure, but...

So that's the story. As simple as it seems. We're dying to see what's your opinion about Cyberdreams. Just remember that there is more information in this text file that can be interesting for you while (or even after) playing it. Thank you and good luck.


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Guest

Unknown date

  
Great wad, very innovative

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Guest

Unknown date

  
hard as hell, i love a good challenge!

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A.R.V

Unknown date

  
Could you add a co-operative version of the wad please?

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Guest

Unknown date

  
crazy 5/5

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Guest

Unknown date

  
Awesome styff

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Guest

Unknown date

  
Nice work! This set of levels has made for good practice dodging those missiles, if nothing else! :D Also, I really liked stage 29 "The way to God's Manna." The stage looked great and the floating tracks were very well executed.

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Guest

Unknown date

  
lol its like jigsaws puzzles with cyberdemons

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Guest

Unknown date

  
Of all the concept wads that completely deviate from standard Doom gameplay routines this is definitely one of the stronger ones, especially considering its release time (1998). Definitely should be tried at least, unless you just can't stand a different type of gameplay from standard Doom. Good concept, reasonably well executed.

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Guest

Unknown date

  
By far the most unique megawad out there. A very innovative and clever idea. 5/5

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Guest

Unknown date

  
Awesome idea, i like stuff with different approach. However, I think difficulty is sometimes too high, even if you know how to do the level, i.e. level with circular corridor, two cyberdemons and shootable switches - before you turn all switches on, cybers will shoot off your ass - there is no place to avoid their rockets, corridor is too narrow. So, it's highly innovative and interesting, but sometimes frustrating 4/5 -- Brun Ohn

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Guest

Unknown date

  
One of the best and most original WADS ever created. Every DOOM player, experienced or not, will get a new perspective on the game after playing Cyberdreams. 5 stars. Wish there were more like this.

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Guest

Unknown date

  
I loved it. The last level was kind of lame, but the rest of it was quite fun. I too love regular games, but this was a most excellent change of pace.

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Guest

Unknown date

  
Amazing wad, the most original one I've ever played. Great stuff! 5/5

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Guest

Unknown date

  
Not like of map29 (cyberdemons not atack and move) Map 30 have many Cyberdemons my pc not Support more monsters (Erro not memory) 4/5

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Guest

Unknown date

  
great idea, people continue to amaze me with what new life can be given to Doom after all these years

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Guest

Unknown date

  
It's ok. Good idea but 32 maps of switchunts, crushers and telefrags gets repetitious. Some good demos on SDA if you can't figure one out.

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Guest

Unknown date

  
Really good wad! 5/5!

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Guest

Unknown date

  
A good waay to test your wits, pretty fun too. The drawback is, it is gay to play on cooperative.

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Guest

Unknown date

  
exactly as the rating says, legendary

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Guest

Unknown date

  
Great, incredibly innovative, definately one of the best WADs ever made. Most of the maps are very clever, but map 31 in particular truly stands out, it's pure genius. 5 thumbs way up!

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Guest

Unknown date

  
You talk about puzzle-oriented wads and this comes up! Everything in the design department is really basic, but that's not what this is for. It's for figuring out ways to overcome obstacles (in the form of Cyberdemons) and it sure kept my brain going!

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Guest

Unknown date

  
This absolutely NEEDS A sequel!

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Guest

Unknown date

  
Very funny jokewad 5/5

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Guest

Unknown date

  
Marvelous and legendary, much more innovative that many source port wads out there and all made using only standard Doom2.exe stuff. 5 stars.

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Guest

Unknown date

  
Rumor has it that a certain ZDoom bug in MAP17 gave birth to cybie.wad...but maybe these are just rumors...btw, 5/5 -Maes

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  • File Reviews

    • By Stale Meat · Posted
      Eternity is a great example of a sequel that is better in virtually all regards to its predecessor. The maps are more polished and detailed. Their layouts are also more refined, with interesting level themes and architecture that keep each map unique and memorable. Most importantly, the difficulty is harder with more enemies and deadlier traps.   This rise in difficulty is most noticeable in the first few levels. Similar to the beginning levels of Thy Flesh Consumed, you will need to take great care of an abundance of enemies with dwindling supplies. While it does ease off later on, difficulty all around is still a decent bit higher than Serenity, so if you had any trouble playing Serenity you may want to tone down the difficulty level. You can get most of your arsenal earlier on compared to Serenity, so long as you pay attention for secrets. Keeping your eyes open and paying attention to your surroundings is also more important than ever for Eternity, and not just for fighting the enemies and avoiding the map hazards. Several otherwise inconspicuous lifts will be denoted by the presence of white bars along the wall. Sometimes this leads to secrets, other times it is the way forward. Several times you may also be put into fights where you have to deal with both monsters and the map working against you simultaneously. You will have to act fast and choose your targets wisely if you want to make it out of each fight alive.   There isn't much more to say about Eternity that hasn't already been said about Serenity. It took a bit longer to beat and it is certainly harder, but the levels are still simple but pleasant to look at and have an intense and clever gameplay focus. If you liked Serenity you are almost definitely going to love Eternity.
    • By yourusernamee · Posted
      lots of fun, but in the last room, when i pressed the switch that opens the part which contains the arachnotron, instead of going for the exit, i used the teleporter, which ended up closing the door that lead to the arachnotron, and i couldnt find a way to open it again.
    • By galileo31dos01 · Posted
      Done with these settings:   - Crispy Doom 5.2
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   Important note: The wad is almost fully playable in Crispy Doom or complevel 2, but due to two inaccessible doors which are part of progress, maps 03 and 04 cannot be completed without cheats. Because of that, ZDoom is the source port to be used like the author said in the text file, or else for PRBoom+ users I suggest to use this patch file that fix them. Thanks to WH-Wilou84 for sending me it, though Alfonzo made it for this thread. Also, other specifications about what's recommended to play this wad will be described below.    This is a solid episode of mid-sized maps for those who fancy Alien Vendetta in its semi-slaughtery way. Same for its visual design, the wad features mostly a similar texture arrangement from the earlier and latest episodes from AV, ranging from techbases and industrial factories to underground caverns in a lite hellish context that gave me some nice throwbacks. It apparently includes new textures, but their purpose don't seem to stand out in any particular context, more like a complement to the stock ones, and to be honest they went unnoticed during my playthrough. I did see the blue Wolf3d texture usage as part of colour variation among other details, a modest appearance though, which was neat. If something cannot be overlooked is detailing, specifically the part that refers to "things". Users of source ports that allow to turn off infinite height will have it softer to maneuver around, because of dead trees and hanging corpses out of the FOV you can get stuck in. I understand they are part of the transition from man-made structures to more natural landscapes, yet they can be potential annoyances in later maps. It's a little slip in design, given the existence of many ports that support this wad, and regardless of the author's recommendation, not everyone is going to stick with it. Anyways, I liked the midis, they certainly fit in their maps except the one in map 04, it's a beautiful calm track but not for outdoor areas, in my opinion.    Vae Victus is only short in number of maps, but it's plagued of monsters to kill, assuming you're ready to dispatch every meat shield in the road. Difficulty is forgiving for the skilled player, there isn't much in the way of pressure or hectic encounters as long as you have your feet on the ground, literally speaking. I did notice how limited in ammo are some maps, requiring berserk usage specially from pistol starts. Also there is an oddity in the 4th map, all of the weapons minus berserk are multiplayer-only, and while you'll eventually steal the shotgun and chaingun from zombies, all of the cell packs are of no utility, which indicates the author missed to place weapons in single player. Still, what's more strange is the sheer absence of the BFG throughout the wad, not that you'll really need it. On another side, the wad is easily comparable to the two wads the author got inspiration of: the aforementioned Alien Vendetta in its design structures, hallways connected by compartments (of which resources are located and typically small intruders too), few switch/key hunts involving backtrack and mostly the kind of meaty incidental combat where you either stay and fight or escape and camp, which is up to the player's will. The mapset gets more in the vein of Deus Vult later, when the bigger areas are meant to be explored in depth, and killing everything turns a bit more time-consuming and less obligatory, besides monsters completely out of the player's aim. The penultimate map is where this wad excels, although I must admit the initial area is a chore to navigate. Nevertheless, it's a decent romp in difficulty, the skinned walls room is the first fun lock-in trap, followed by some crowd-herding in order to eliminate the primary targets. It's unfortunate that the last map is a bit of an anticlimax after the previous longer map, which could have served perfectly as a closure to the wad.    Secret-wise, if you wonder why you still haven't found any of the 13 secrets in the third map, don't worry, 10 are on top of crates the author probably forgot to untag. Maxing the map is impossible due to that, though. Outside of that, the secrets don't require much skill to find, if anything you'll be ok with humping suspicious walls, pistol starters will definitely appreciate the berserk in map 04. For favourite maps, that's hard to tell, I honestly don't have any highlight whatsoever, I liked all of the maps pretty much the same, except for the underwhelming map 07. I also wonder why they don't have names, huh...   Overall, it's fairly enjoyable in what it offers, I'd recommend it more for the casual player rather than the one looking for a new challenge, but still should deliver some relaxing grind with bits of slaughtery if you're open to it, just don't expect anything bizarre. Oh and, non-ZDoom maxers, remember to turn off autoaim to try to kill those snipers from afar in map 05, although in Crispy Doom it was still impossible to reach them :/ ... My rate is 7/10. 
    • By tib_ · Posted
      Very impressive, VERY spooky
    • By Classicgamer6 · Posted
      Valhalla is a dark industrial techbase level that almost immediately sucked me in with its bleak atmosphere and amazing ambient music. Gameplay wise this level isn't too complex with its rather simple monster encounters that in a few spots provided a fair challenge for me on Ultra Violence. My only issues with Valhalla is that there are a few spots where the detailing can impede movement and cause pressing a necessary switch to be awkward.
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