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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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Unknown date

  
Really Awsome,Original and Challenging i just love this WAD

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Unknown date

  
Pretty damn impressive.

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Unknown date

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

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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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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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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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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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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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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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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 galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9. - Ultra-Violence - Continuous combined with pistol start mindset. - Saves every 10 minutes or so.   Sweet literal flashback to Doom II, a set of fun maps of nice consistent quality. The story is comically lengthy, like nothing you'll usually expect to see in contemporary wads, and I took my time to read it (too tempting for tl;dr). It's fascinating how much thought the author put into something most players generally overlook, and in spite of recalling little of it, the plot starts after the incidents in Plutonia, scientists researching ways to prevent the resurgence of the Icon of Sin, but due to outdated technology, they sent the marine back in time to help to complete their work, once again. What I wasn't expecting is to find the initial map quite familiar (I didn't do my research, as you can see). These maps are re-imaginations of the iwad levels, but with a slightly different design perspective. Yes, techbases, sewers and miscellaneous man-made buildings are back, even the classic "O' of destruction", they constitute the first and longest episode, though in a more new-fashioned, higher quality way in terms of layout design. The later section is thematically hell, my favourite since the author combined darker shades of grey/brown rocky areas with classic hot red textures, giving it strong visuals. Part of the new music is remakes of classic tracks from the game, which accompany the journey in a nostalgic way. The rest go well in their spots, such as the "Hell" maps include one of the most quiet tracks I've ever heard, very nice. On another side, the new sound effects, which are supposedly enhanced versions of the original ones, were a welcome change in general, like the cyberdemon's death now sounds more explosive. There's a "clean" version out there without the added SFXs, if anyone dislikes them, not that they impact gameplay wise.   Much of the combat is alignments of incidental cleaning and classic setups corresponding to the map's slot, that means plenty of homages (super shotgun debut in map 02, the confined zombies at the start of map 04, the helpless spiderdemon under a crusher in map 06, the famous barons vs. cyberdemon infight simulator in map 08, the zombies closets in map 10, etc.), even though the maps aren't built around them. With a higher monster count than average, the levels are still far from grindy scenarios, any casual player can feel at home playing these maps, besides the difficulty peaks near the last entries. That is not say they lack strong opposition, but the balance is adapted to encourage exploration, and to be careful mostly with hitscanners and the occasional horde in tight quarters or special trap (like the dark corridors that turn into lava in map 13), while you experience flashbacks continually. The hell maps seem to be fresh design, perhaps some The Living End vague vibes in map 13, but a deviation from the homages, which is a nice change considering the start/exit connections from the first episode kind of wore out after a while. If something valuable to rescue from them, is that the author put health and/or ammo pickups for free, presumably for continuous players' commodity. To my surprise, the hell episode doesn't contain any single former human type, not that I missed them, they reappeared in the secret maps.   Secret-wise, on this side there's plenty of nice secrets to find. Not much like misaligned textures or fake walls, a sign of good variety which includes hidden switches in many ways, and generally easy to figure. A thing I noticed, players' possible major obstacle could be to find armor for free, specially pistol starters. If you don't see one anywhere, it'll most likely be hidden. For favourite maps, could be 12 and 13, though the techbases were fun too. I'd pick 14 up until the inopportune boss fight, but that's just a personal distaste towards that kind of gimmick.   Overall, thumbs up! I find it accessible to anyone looking for throwbacks maybe, or moderately easy maps with simple difficulty progression. I wonder how the other original levels would have been interpreted here, but I guess we'll never know, unless there's a sequel somewhere. Anyway, my rate is 8/10. 
    • By amackert · Posted
      A decent (if slightly dated) set of maps with a moderate level of difficulty for the majority of it. I played it twice recently on UV, both runs played continually. Both saw me enjoying a good portion of the wad, but on each run I left the experience irritated. I feel Map 26 is the true end to the wad, as Maps 27 through 29 are extremely drab, boring slogs that fail to continue the intensity introduced with Maps 25 and 26. Map 30's Icon of Sin fight is also tedious and a poor way to end things, essentially requiring SR50 for the first elevator. Had it not been for these issues (and an excruciatingly sluggish Map 20, but slightly less so on my second playthrough), I would have given the wad four stars. It's easy to see why this was seminal at one point in time, but wads in more recent years have far surpassed it in not only map complexity, but enemy diversity and overall map/wad pacing, among other things. It's most certainly not the greatest megawad ever made, but it's still worth playing.
    • 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.
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