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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

  
I enjoyed everything about this wad and can't wait for the sequel. Whoever gives this a 0 or a 1 should not be playing DOOM.

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Guest

Unknown date

  
Very mind-puzzling. Took me a while to complete MAP30. Boy, this was one hard WAD to complete. Also very creative. Good job! 5/5 - TehRandomKill

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Guest

Unknown date

  
Really Awsome,Original and Challenging i just love this WAD

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Guest

Unknown date

  
Pretty damn impressive.

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Guest

Unknown date

  
Beat it in one sitting, and it was well worth my time. Love the last level.

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Guest

Unknown date

  
In theory, it just sounds utterly ridiculous - "solve puzzles while dodging dozens of rockets at a time". In practice, it's simply ridiculous fun. Doom was never designed as a puzzle game, so the fact that this concept is as playable and addictive as it is speaks for itself, and it's pretty damn challenging too. A necessity for any player who's "been there, done that" when it comes to thrashing the shit out of conventional 'super-hard' WADs. 5*.

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Guest

Unknown date

  
You did an excellent job with this wad. =D 5/5

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Guest

Unknown date

  
Great 5/5. One of the most fun wads I ever played. I like wads like these. I just can't figure out how to beat level 3. "The Bridge Between"

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Guest

Unknown date

  
One of the most intelligent WAD:s out there. Some maps will just seem impossible to you at first, until you realise you actually have to *sit down* and *think* about how you can complete them. Just don't take too long or you'll be having rockets for dinner! High marks for originality. A minor drawback is that it becomes a bit repetitive if you play too many maps in one sitting. --4/5

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Unknown date

  
A LEGEND!

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Guest

Unknown date

  
flat-out awesome wad, great concept, but will someone PLEASE tell me how to beat MAP30??

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Unknown date

  
Whilst this is definetly a very original wad, it is also extremely tough and at times really frustrating. The levels aren't very detailed but I guess that isn't the point. If you are looking for an intresting wad and are getting tired of the standard fare than take a look. I give it 3 Stars as I really do enjoy more traditional wads but you should at the very least take a look. -Captain Napalm

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Unknown date

  
Ahead of its time, hehe! 5/5

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Guest

Unknown date

  
interesting but too impossible making it frustrating to play. only tried it for 1min. might try another minute but I doubt any more.

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Guest

Unknown date

  
A very original concept, those cyberdemons and their crazy ways to kill the player in creative yet calculating ways. Good job my good sirs.

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Unknown date

  
When I first downloaded this wad and I played it, I really thought that this was impossible but I got the hang of it. The author really made you think about what to do. My only complaint is that it is pretty hard. 9/10 Great wad!

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blackthrones

Unknown date

  
Amazing. I'm hooked.

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Guest

Unknown date

  
Played this years ago and I still love it. Someone needs to make a Zcyberdreams

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Unknown date

  
shit 1/5

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Unknown date

  
Boring, repetitive, nothing redeeming. 0/5

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Unknown date

  
Very original and momentaly hard. I give first time 5 starts on this site ;) Good work -alien111

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Unknown date

  
Engaging. Truly original. A milestone in the history of third party wads.

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Unknown date

  
innovative stuff.

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Unknown date

  
Really loved it. Having problems running it but thats the computer not the wad. Harder than hell but worth it! So cool, so much fun.

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Unknown date

  
A very creative and neat WAD. Don't expect the Plutonia like 1000 monsters on the first level syndrome.. But do expect just as much fun and retries... As unique and entertaining this WAD is, you will encounter more Cyberdemons than you wished for, and by the end of it you won't enjoy being blown up for the 7783921st time. If that doesn't bother you though, give this a try, because it will become one of the best Megawads you've ever played.. 9.5/10 -spadeKing23-

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  • File Reviews

    • By amackert · Posted
      Visually there is a ton of attention to detail which is always a treat to look at, and the actual map designs of the first four episodes are very well done. I enjoy the "new" monsters and some of the upgraded weapons, it definitely makes certain parts of it feel fresh compared to the typical wad. The challenge on UV was just right for me with few if any parts being too overwhelming. Overall it gets a 4/5 from me because I wasn't a big fan of the fifth episode set of maps, both thematically and gameplay-wise. Ammo starvation was real there in those last few maps which isn't a lot of fun to me, not to mention its too drastic of a change compared to how the rest of the wad plays. Also, thematically I feel like these end-game maps would have made a bigger splash as mid-game maps, not finale maps. Great idea with the final boss mix-up though, I enjoyed that. I do still prefer Ancient Aliens as a whole (a wad that I feel is much better balanced overall and is more interesting of an experience), but Valiant still comes highly recommended from me.
    • By hardcore_gamer · Posted
      I agree with BChricton78. Rather than being fun to play, this remake just highlights how massive of a difference good lightning and texturing makes to a level/game. I know this isn't the fault of the makers of this mod since they were merely remaking the original Doom 64 levels, but these levels frankly aren't very great when stripped of the improved Doom 64 graphics. So much in fact that it makes me wonder how important level layouts even are compared to other aspects of the visual presentation such as texturing, lightning and rendering.
    • By silentzorah · Posted
      Good stuff.  Only giving it four stars because though the new music was good, I just wish there was more of it.  Still, this wad is absolutely worth your time.
    • By BChricton78 · Posted
      Umm... From the brief snippet I played, I'd definitely give them an A for effort... But this just feels... wrong to me. I'm sorry but playing Doom 64, without the lighting, atmosphere, redone sprites and ambient music? No thanks. It just takes away the things that make Doom 64 so special. Still a nice little attempt at recapturing Doom 64, but I'm better off with Doom 64 EX, for my fix.
    • By Agent6 · Posted
      And thus, oh you know what I'm going to say already, Doom 64 for Doom II has been finished, played through GlBoom+ 2.5.1.5 on UV.   So for an introduction, as the name implies D64D2 is a recreation of the classic Doom 64 originally released as a console exclusive for the N64. It aims to recreate the levels along with their gameplay using mostly vanilla Doom II resources. It features a new menu background, ENDOOM screen, new music, a few new enemies, namely the Nightmare Imp and Cacodemon as well as the final boss the Mother Demon, a few new textures, new intermission messages, a new end level screen, but no custom sounds or weapons, meaning that the unique and iconic Unmaker was not recreated in any way.   For a recreation, I must say that the levels and their gameplay come quite close to the original Doom 64, nonetheless various liberties have been taken in different forms, ranging from new takes on various puzzles to completely new levels, as well as the usage of the enemies who were absent from the original due to memory limitations. The usage of enemies who were absent from the original game comes with mixed results as it doesn't always work, probably one of the most obvious flaws in the game. This is most noticeable primarily in the levels that came closest to their D64 counterpart as the environment was clearly not designed with them in mind. For instance, you'll encounter Revenants on narrow corridors quite often, and sometimes even Arch-Viles. This isn't a problem in larger areas where it's usually quite fun to fight them, but not in those particular areas. Chaingunners do seem to work quite well however since they can easily blend with the rest of the hitscanners.   Compared to the original D64, a major difference could be the tone and atmosphere of the game. D64 was slower paced and more atmospheric, whereas D64D2 is faster paced with less emphasis of that element, supported by the amazing but more action/fun oriented soundtrack. Perhaps the darker, much more hellish levels such as Unholy Temple are the most atmospheric levels in the entire game, and also the best looking. Unholy Temple is definitely my favorite level here.   While on the subject of changes, some of them are very interesting. In the Void is probably the most surprising for me. The original featured a light blue sky and a rather foggy atmosphere while the level itself was pretty bright, how does this map look like in D64D2? Well, it seems to literally take place in a void now. Indeed, the sky is now completely black, but luckily poor visibility was avoided, at least for the most part, so there's no difficulty in seeing the enemies and where they are. It's a change that works well, unlike others. The most drastic changes were probably done to The Absolution, where you can now find 3 keys, but you need to complete various puzzles to reach them, and not the exciting or fun type. The room with the yellow skull was probably the only fun one, the others? Well, for the red key you have to go through an awkward platforming section where everything, including the enemies are obviously, cloaked in darkness, while the blue key has a puzzle comparable to the room with the red key (Demon key on the original D64) on Outpost Omega, except that it's more tedious. Not exactly changes done for the better. I don't know how exactly they impact the level though, but in my playthrough I didn't even fight the Mother Demon, I just heard her screaming once while I was fighting the teleporting enemies thinking that she finally showed up, only for the end level screen to appear, so I assume she died somehow.   D64D2 also comes with some exclusive levels that were not part of the original D64, and I personally think they're little more than filler maps. They're not terrible, but not great either, and I can't find any reason for why they exist. Well, at least they're very short and straightforward, so you don't waste much time with them. And while being on the subject, some of the secret levels from the original have been turned into regular maps, meaning that you don't have to search for secret exits to reach them. One such example is Outpost Omega.   All things considered, D64D2 manages to capture the spirit of D64 while also making plenty of changes, yet generally remaining faithful to the original. Some changes might have been for the worse, but there's plenty done for the better as well. It's pretty short and easy, just like the original, so it can be finished in a day, you can't go wrong with it. A collective effort for an ambitious project that should be well worth your time if you like Doom 64 and want to see a different take on it.
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