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The Cyberdemon's Realm

   (12 reviews)
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About This File

I'm truly fond of Doom, since its original release a number of years ago to this date (03/98), despite the brand new, all bells- and-whistles 3D games like Duke Nukem, Quake, Quake II, Heretic, Hexen, Hexen II, Rise of The Triad, Dark Forces, Tomb Raider, Exhumed, Shadow Warrior, Blood, etc, etc, etc.

After playing hundreds (literally) of the very best Doom/Doom II levels, I decided to try my hand at writing my own, and here you have it: this original Doom (not Doom II) level is the result. Main features:

- VERY large level, guaranteed to be one of the largest Doom levels you'll ever find. More than 400k for a single level, WITHOUT using any gimmick extras.

- intended to be fun, not extremely difficult. This is no "Plutonia Experiment" only suitable for some Doom Gods. Try and find the correct skill level for you, there's one for sure.

- optimized for speed: it includes a built-in REJECT resource with a 94% efficiency, for the fastest possible gameplay.

- absolutely NO bugs: no HOM's, Medusa effects, tutti-frutti, tall walls, nothing. It's been thoroughly tested and it's bug-free. Besides, despite its size, you CAN save the game at any moment, it will not overflow the savegame buffer, as it happens with other large levels.

- truly non-linear geometrically: there are many distinct, interconnected paths through the level.

- truly non-linear strategically: there are several different ways to kill most of the big bosses.

- extreme attention paid to detail: all textures aligned, lighting, illumination effects, aesthetically pleasing architecture and color combinations, etc

- single player, cooperative (4 starts) and deathmatch (4 starts), plus all difficulty levels implemented: from a difficulty ratio of 0.605 at "I'm too young to die" (skill 1) to 1.476 at "Ultra-violence" (skill 4)

- hundreds of enemies (more than 220) of all types for you to defeat, without being a continuous, brainless massacre: you'll have to stop and think a little from time to time.

- all weapons included, all items, all power-ups, all keys are used and necessary to exit.

- no dead-ends, all secret doors marked somehow, no obscure puzzles to ruin the fun, but expect pits, traps and some *very* nasty ambushes.

- a complete test of your Doom abilities: you'll need speed, accuracy, reflexes, smarts, and at some places, a lot of balance, patience, and luck.

- it *doesn't* include anything not found in the original Doom: new sounds, textures, dehack patches, special effects, etc. It tries to excel by its architecture, aesthetics, theme, and playability alone, using just original Doom elements, like >id< did in the first place.

- and finally, it's a theme level. The theme is as follows:

"At my early stages of Doom-playing, the most feared enemy was the Cyberdemon. I always found it very difficult to deal with it, and it took me quite a lot of time to defeat the first one.

Then I began to think in how many possible ways could a Cyberdemon be killed. Of course, you could always kill it by brute force, in the open (say with a BFG-9000 or so), but after chewing it a while, I discovered several other interesting ways ..."

That's the theme of this level. You'll enter the Cyberdemon's Realm. It's a huge, magnificent fortress, heavily guarded by hundreds of lesser monsters, where the Cyberdemon Kings rule. Your mission is to exterminate every one of them, and exit the fortress alive.

You'll have to decide your strategy individually for each of the Cyberdemon Kings. Some you could try to kill using a powerful weapon. Some you could lead to a devious trap. Some you could turn their subdit monsters against them. Some you could fire at from a suitable shelter ...

As you'll see, there is *more than one way* to kill them. It's up to you to decide how, and make the necessary arrangements. And be careful with your ammo. At the higher difficulty levels, you will have to think before shooting, or else risk being defenceless in the Realm ... "


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Awesome and varied architecture with corridors but also vast rooms and wide outdoors as well. Though there are 6 cybies there's an optimal strategy to kill them which is different for each so no need to waste ammo if you use the correct one. It reminded me of the good old levels created at Original Doom's release and had lots of fun playing it so a solid 4 stars. As for the anonymous commenter above which gave it 0 stars just because he was unable to play it, you're truly pathetic.

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Unknown date

  
A good level design, especially for a so huge level but unfortunately the defects of textures obstruct sometimes the progression in the level. The difficulty is perhaps also a little too difficult upon the beginning...

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Unknown date

  
I really liked the gameplay.

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Unknown date

  
This is from March 1998, with a concept theoretically reminiscent of the classic cydreams.wad, which was released in the same month, id=9277. In practice, it's a confusing, eyestraining level with random-looking textures and lots of cramped corridors, with fiddly furniture. On the plus side, it's memorable and different, with an adventurous, wandery, explore-y feel that you don't get nowadays. Perhaps the work of a crazed genius.

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Unknown date

  
Very original level, doesn't look great but very fun and original. 4/5

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Unknown date

  
For a first time level designer this Wad is amazaing. Plenty of original ideas, nice architecture and good monster placment. Worth the download. 4/5

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Unknown date

  
i did everything you said and it didn't work!!!:(

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Unknown date

  
Too Much CyberDemons!! I Superialy like that wad. On the first time i've been thinked will all of the level is CyberDemons and are no normal monsters... But it's bulshit, The WAD Is very beautiful. Congratulations on the work!! :) 5/5-- Moti_The~Doom

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Unknown date

  
This is a quite large map, looking and feeling like a typical mid-90s wad. The main point of the game is to kill several Cyberdemons in different ways and with different strategies. But there are also other monsters, so this is quite a normal map with a burst of Cybies after all. The map has some diversity in its layout and is certainly not bad. 3/5 -Milian

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  • File Reviews

    • By Doomkid · Posted
      Classic funny little skin, still used in servers to this day so I think it deserves some love.
    • By Chipchase · Posted
      More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.
    • By Chipchase · Posted
      Starts with all monsters with their backs to you, and you might as well leave it that way and just listen to the music. One big rectangular room with no finish switch. They couldn't even make the rectangle properly - freehand I guess. Kill the monsters if you want, it's easy.    
    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
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