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Cyberdreams

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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

  
Clever as shit. Very clever shit, in particular. 5/5

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Guest

Unknown date

  
WOW. this takes a lot of intellegence to complete without cheats or coop. the person who posted 5 places before me is just too half-assed to try anything other that straightforward shooting. he sounds like my older brother. XD 5/5 from fighter. "i play skulltag"

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Unknown date

  
It's certainly innovative, but it can get grueling after a while. 3/5

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Unknown date

  
Hey, this is really brilliant!

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Guest

Unknown date

  
This is probably the most original Wad I have ever seen. WAY better than those like "i throw 200 monstars and u have a pistol lolol". Five Stars from Dark_Zero.

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Unknown date

  
I remember playing this back in 2002. It was old back then, and it's still awesome. :)

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Guest

Unknown date

  
The concept wad to end all concept wads.

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Guest

Unknown date

  
This is one of the most innovative things I've ever seen in my entire life! This wad brings a whole new twist to what doom is all about. Whoever made this wad is a genius!

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Unknown date

  
5 stars, legendary and original.

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Unknown date

  
Just fighting Cyberdemons... =(

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Unknown date

  
Aw, forget it. These little ways of killing cybers are very cute and clever and all, but this is Doom. I want killing and frays and twisted metal.

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Unknown date

  
This liiks like fun to play with a charictor mod like the mario or sempsons mod! Looking forward to some fun!!!!! Ive been looking for a good challenge!!!!!

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Unknown date

  
Excellent. 5/5 - Grounder

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Unknown date

  
Very fresh. Sometimes too challenging. Lacks depth and fun factor. 3 stars.

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  • File Reviews

    • By Summer Deep · Posted
      A 1994 map with some of the limitations you might expect, but overall this is well thought out and executed. It's also a very good challenge, certainly on the UV setting. It's actually for E1M1, as another review points out.   There's a Doom 2 conversion of this on the Demon Gate CD compilation, and maybe others.   A bit better than the bare 4 stars. Around 8.5+ out of 10.
    • By GuyNamedErick · Posted
      I was surprised to see that this was a WAD made in 1994, it doesn't have many of the mistakes you would find in other WADs, it's fairly nonlinear but never to the point of being a bad maze, and it's a fun short map all around. While there might be a bit more ammo than you'll really need, the WAD is solid for 1994 and might even be fun for deathmatch, maybe. Overall, a 1994 WAD worth playing!
    • By TheV1perK1ller · Posted
      I had a lot of fun with this. I absolutely love the Doom 3 textures being put to use, too. Excellent atmosphere, and probably one of the more 'fitting' uses of RSKY1 I've seen in quite some time. This level strongly encourages the player to thoroughly explore for secrets, otherwise your ammo count would always end up getting tight.   I would have given this 5 stars, had it not been for two things:   1) As mentioned before, ammo was particularly short towards the beginning. When I first played this I struggled with trying to conserve my Shotgun shells - having a Chaingun instead of having to resort to the Pistol might've been an improvement, although this didn't really bother me too much in all honesty.   2) Towards the end, I had an issue where picking up the yellow keycard made three nearby Imps atop of the cliff-faces unkillable. Not exactly sure what happened here, just make sure to kill them before collecting the key if you wish for a 100% kill rate.   Other than that, this was excellently done. Good job, Romulus!  :D    
    • By kfpopeye · Posted
      Felt so much like the original Wolfenstein and Spear of Destiny. Used just the right balance of new Gzdoom features and old style Wolfenstein play! Excellent.
    • By YouAreTheDemons · Posted
      Barely playable. You're given bare armaments, and have to contend with using a shotgun against Hellknights and Revenants until you drop down a hole, get stuck in a maze of tunnels filled with enemies, and then find yourself in an outdoor area, still unarmed, but surrounded by enemies. Honestly, I think Sisyphus has it easier.
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