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The Barracks

   (17 reviews)
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About This File

You relax in the rec room with some of your fellow Marines, while enjoying a Dr. Pepper and a game of pool. After your horrifying encounter on Phobos, Deimos, Hell, and Earth, pretty much everything has been going right. You've returned to your post in the middle of nowhere, content with the silence and peace of your area. Suddenly, you hear a strange noise coming from outside. You walk over to a nearby window and look up into the black, dreary night to find an endless amount of void, dark space. Turning back, you hear the same noise again...it sounds like a low rumbling...something you'd hear during a rockslide or avalanche miles away. You don't suspect much until a large ammunition shell crashes through the wall of your outpost. You speed across the hall, followed by gunshots and screams. You quickly speed toward the armory and grab an 12-Gauge shotgun, a .45 pistol and a box of shells. You quickly attempt to load the bullets nervously, but an enormous hole forges its way through the thin lining of the armory's walls. You immediatly flee down the hall, toward the exit. You reach the door, and find your once peaceful friend pale and bruised. He weakly lifts a .22 rifle and aims toward you. You react instantly with two .45 shots straight to the head, killing someone you'd known for years in a single, horrific second of blood and agony. You stare at the limp, pale body in awe of how destructive these evil beings are. Filled with a rage you had banished to the darkest reaches of your soul explodes from you as an Imp emerges from the darkness. He reaches to swipe you dead, but you meet his fist with a well-placed shotgun round to the chest. His red eyes fill with blood, and he collapses toward the floor. You can't help but spit on the mangled corpse that lays upon the floor. Behind you, loud crashing noises and glass breaking hits your ears. You quickly spin 180 degrees to find a horde of demons devouring everything in their path, with no mercy at all. Instead of fighting your way out of this, you use your head and leap out the door. The Demon's ship has appeared, its size larger than any ship you've ever encountered. You wish you could just kill everything and everyone on that ship on one deadly blast. But you know you can't do that. As you stare into the evil visage of the ship, you can't help but notice there are no windows. You now realize that "Plan A" isn't going to work. On to plan B. As an Imp bursts through the door of the massive ship, you pump a few shells into the back of his skull. Before the door closes, you dive into the ship and kill a few more aliens. Another Imp bounds out of the lightlessness as you aim your shotgun and fire, hoping to hear the flesh-tearing ammunition fly from the barrel. Instead, you are greeted by an ominous "click". Again, you try to fire the gun, but with no luck. The Imp grins at you with a smile that explodes with hatred. He winds back to spurt a fireball as you use the shotgun as a club to smash his ribs into a fine white powder. As he cradles his injury, you use the time to pound his skull in with .45 bullets. You search through the ship, until you come to an area called "The Barracks". You open the door, and walk in. A quick, loud smashing sound bursts from behind you. The door is shut. This isn't good...you know this place. It looks exactly like the first area on Phobos... You notice English writing and the same bunks you used to sleep in. You walk back for a while, until you're met by the cold, steel door that entraps you. Where did they get these strange Barracks from? Is there a way out?


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Guest

Unknown date

  
Awesome. Simply Awesome

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Guest

Unknown date

  
Yep, gameplay is a bit hard and annoying and the places are cramped. Yet, since I love such rare vanilla tricks, I'd still give it a 5/5 - Optimus

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Guest

Unknown date

  
Well designed, interesting gameplay, though apparently not that well tested. There are a few sites were you can get trapped. Also, in contrary to the text file, it needs Boom compatibility to work, especially the floor movement behavior should NOT be set to vanilla compatibility.

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Guest

Unknown date

  
Very impressive indeed in some respects, but not all that much fun to play.

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Guest

Unknown date

  
This is rather gimmicky, with neat tricks but a hacky appearance, cramped environment, and too many bathrooms and other silly sorts of pseudo realism. It made me feel the "expert" made the level to show editing tricks. By the comment two posts above I'm guessing I can't get the red key because it's broken in Doom2, and not because I missed a switch. More testing was needed. [1/5] ~Chain Mail (11/2007)

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TimeOfDeath

Unknown date

  
lol neat except the few bugs, use -complevel 9, don't think I've seen the "vanilla crouching" idea before

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Guest

Unknown date

  
Stellar. This wad has many ingenious mapping tricks in it.

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Guest

Unknown date

  
Redundant room-by-room gameplay. Cramped movement. Forced Tyson-play. Gameplay died on me pretty fast and the texturing in some places is a crime. 3/5 - Belial

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Guest

Unknown date

  
Good, but not great. It's technically detailed and I liked the clever way you can "crawl" through passageways. In fact it's a Doom mapper's map, because it's not much fun to play. But as a kind of flashy guitar solo it's very good.

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Guest

Unknown date

  
Nice tricks, where's the gameplay? 2/5

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Guest

Unknown date

  
This is dated May 1998. I wasn't overly enamoured of it. There are a few clever design tricks for 1998 (judging by the reviews it is a very early source port level), but overall it's just a lot of small square rooms that you explore one at a time, as if you were playing a hotel or castle-style level. There's a lot of detail but the aesthetics are horrible; it looks older than it is.

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
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