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Earth

   (75 reviews)
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About This File

Ten level episode replacement for first episode of Hell on Earth.

Story Line You arrive on earth to find it subverted by savage aliens. Your point of arrival is a rocky coastline with rolling surf: Levels: The Ruins (MAP01): You stand facing out to sea with rolling breakers splasing on the rocks. Behind you are the ruins of civilization, haunted with alien hellspawn. Seek the Sword of Damocles... The Tomb (MAP02): To have hope of freeing the world, you must take back the one place the enemy considers special... Mines of Moria (MAP03): Like its Lord of the Rings namesake, it is crawling with evil things... The Chasm (MAP04): The enemy is bivouacked in rugged coastal terrain. You mission is to clear them out... Strategic Defense Command (MAP05): A deep underground command and control center, one of the last great hopes for mankind in repelling the alien invasion. However, it seems to be off line, You need to find out why... Observation Station (MAP06): This place has seen some action before it fell to the enemy. Beware!... The Emerald Tower (MAP07): Your mission is to capture the Emerald Tower. Short, sweet, and relatively easy!?!... Ammo Pit (MAP08): This is the domain of the arch-vile. Trick him into helping you... Islands (MAP09): You arrive on an rocky island in a rugged fjord. Out to sea and somewhat up the coast is another, larger island that you must somehow reach... The Hill (MAP10): You must capture a heavily defended hill. Then home at last! You arrive in your comfortable penthouse suite where you end the episode...

Combat These levels contain a wide variety of combat situations requiring different strategies. To win these levels, especially at the more difficult skill settings, requires thinking in terms of fields of fire, looking out for your flanks and backside, and keeping open lines of retreat. Most of the monster placement is randomized so that their location and response are different each time these levels are played. Hence, you will be unable to count on finding specific monsters at specific locations. The monsters occasionally show sneaky behavior due to features in the level designs. Setting: This episode is set on a rocky coastline. with spectacular outdoor views. These include high vistas and overlooks, live surf crashing onto the rocks, scenic elevator rides on the outside of tall buildings, and a spectacular bridge crossing the canyon in THE CHASM level. General: Secrets generally have some clue that the thoughtful and observant player can spot. These levels are designed to be winnable at the easier skill settings without finding the secrets, but to win the more difficult settings requires locating most of the secrets. There are no totally hidden hazards or traps; there will always be some visual or audio cue to warn of there presence. Some of the pools and slime pits have depth, ie, you will sink into them, sometimes up to your eyeballs. One final note; cliff edges at most of the high vistas are lethal to fall off of (one cannot expect to survive a fall of several hundred feet in real life).


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P1e0r0c0y

  

4/10, more lacking in gameplay and style that Phobos had, but still alright. Heres my video review if you got the time.

 

 

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TheBoltDoomer

· Edited by TheBoltDoomer

  

It has some good construction's for '98 but nowadays is not so good compare to other maps. One of his good aspects is that it has an RNG system for Teleporters making for each reset a new encounter variation but the areas are too dark forcing you to change the Gamma Correction.

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valkiriforce

  

This had lots of fun exploratory elements and fancy visuals, but I wasn't so keen on the abundance of dark caves crammed with the larger Doom 2 beastiary. At first it started to feel like a commitment playing this wad with the first few maps leaving much to be desired, but I started having more fun when I reached maps that had more breathing room for running and gunning. The lesser maps really feel like they were early efforts, with some consisting almost entirely of cave crawls - made worse by the fact that many of them have hidden lines on the automap. Another thing to note: Ritenour seems to like putting things very close to the edge like a key or a switch, so make sure you check every corner carefully, as some solutions were very close to a cliff edge. Falling off could spell your Doom, as often the lower cliff ledges damage the player with no escape. There were also very thin ledges which could be climbed, so that was another easy to miss solution. Despite the low points dragging the experience a bit I greatly enjoyed the visual work of crashing waves, a clever skybox and nice island locales with mountainous structures and buildings. It was worth a visit in Doom's earthen vanilla equivalent - and it's quite the achievement for something this old, I just wish I could see where I was going in those darn caves...

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Walter confetti

  

Some pretty good concepts here and few amazing maps, but nothing really extraordinary as i tought from the first time i've played this... really long ago.

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Cacodemon9000

  

The most nice thing I found in this wad is starting view and fisrt level itself worth playing, really nicely done. But most part of the wad is just dark labyrintine identically looking caves and some large empty outdoors areas. To make things worse automap is disabled in many cave areas. Running around almost blind without properly working automap in search for another key most of the time isn't something I enjoy. 2/5 only for nice visual tricks.

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Marcaek

  
Nice waves and beach, then it's appropriately brown ashwall for the rest of the set.

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Kingpin3

  
Doom engine in "realist" style...Take his other pwad "phobos" too :)

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joe-ilya

  
The startup view is the only good thing about this mapset full of boring maze cave areas with hidden lines on automap.

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Guest

  
LOOKS LIKE EPIC.WAD with different models and such but Im gonna admit it's a pretty great map.

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Guest

  
Load it up, admire the neat wave effect and beachhead, close Doom, play something actually good.

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Guest

  
Besides the cool waves in the first map, filling a cavity at the dentist is more fun than running around in these darkly lit rectums. Its peculiar how a mind who cooked up the plane in "Phobos", and the other very clever and creative effects these maps are known for, could be so infuriatingly flat with the overall design. To top it off, he decided to remove the automap lines in the majority of the cave areas. Thank you for the frustration.

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Guest

  
Dude, This Is So F*cking Cool. I'm Downloading It Right Now.

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Guest

Unknown date

  
Absolute garbage!

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Guest

Unknown date

  
not legendary, but i liked the under the bridge idea, very creative wit the two bridges, never seen anything like it. 4

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Guest

Unknown date

  
A classic, must download! -- 5/5

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Guest

Unknown date

  
The caves are annoying as hell. Other than that, it's pretty darn good.

Response from the author:

1

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Guest

Unknown date

  
me no rikey! great ideas but poorly executed. the gameplay went fishing. sorry ;)

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Doomkid

Unknown date

  
I always liked these maps. 4/5

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Guest

Unknown date

  
4/5 Funny

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JudgeDeadd

Unknown date

  
A rather lackluster old WAD. Deserves some kudos for having vaguely nice architecture for the time, but the gameplay is dull and annoying (long, empty winding passages; ultra-dark areas; automap denial.) Not recommended.

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Guest

Unknown date

  
Almost epic journey. Why "almost"? Well, random monster placement and overdarkness are frustrating factors. So I play with modified colormap, +25% gamma correction (id=9069). Also last level is short and dumb, sadly had no proper challenge. Anyway - it's a pretty darn good stuff.

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Guest

Unknown date

  
Lovely. A lot of boom, doom, and death. Another reminder of why I never tire of this game no matter how many newer games I try.

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Guest

Unknown date

  
individual track . smart , beautiful, original . a little too much of the dark flight.

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Guest

Unknown date

  
a fuckin 5 for visuals alone

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Guest

Unknown date

  
loved this!!

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  • File Reviews

    • By elend · Posted
      Awesome small map set focusing on tiny corridors and exploring huge interconnected maps. I really, really enjoyed traversing the different maps and although they are very, very crammed and chock full of nooks and crannies, I rarely got really lost. Sure, once I got a key, I had to find that specific red / blue / yellow door again, but as with any exploration focused games, it is best to remember where important locations are in a map.   What really amazed me was the look of the maps. This is the perfect amount of vanilla detail, imho. Every room looks detailed without being too crammy or confusing. All maps have a very concise look and clear sight lines, which makes navigation really easy and overally just fun. Monster placement also makes good use of all the crammed corridors, the windows, the corners, etc. by placing monsters in a way, that they more often than not surprise you from behind a corner. It's best to slowly and methodically proceed through those bases and take your time. This is not run and gun Doom.   Absolutely gorgeous in all aspects, amazing works.
    • By P41R47 · Posted
      I struggle to replay this one for a long time. I didn't remember much of this so its was like a first time. Strain is a different beast to anything from the same time. It uses dehacked to great extents adding new enemies and changing the behaviour of some of the weapons.
      Well, first episode is pretty solid, with neat maps and really awesome ideas as the authors of the wad start to unfold their dehacked trickery all around. Second episode its not that good, with some cryptic maps with not so clear progression, but well overall.
      Third episode has some maps like the second, but they are a little more fleshed out and with a lot better visuals also. The end map was somewhat anticlimatic, but anyway, a really great experience through and through.

      Now what i don't liked much is that most ports have to use the Strain Fix to properly been able to play this mapset, and the authors of that fix, don't know why, changed the sky textures of the different episodes.
      Its nothing really bad, but well, it strange that they didn't respected the authors original choice.

      Dystopya 3 maps really stands out from the mapset, or maybe i remember them more as i have fresh memories from a recent replay.   The mood of the megawad is greatly achieved through the use of neat textures and map tricks. I really miss that there are no fake 3D bridges anywhere in the megawad, and i really love them when they are given good use.   The story of is somewhat mixed bag: theres a new invasion, you are the only marine that survived to the Invasion of earth, and they government made some experiments with you. Now you are a bloodthirsty machine that only wants the destruction of the invaders.
      The text screens during game are strange, with a snarky humor and poking fun of some common tropes. Not bad, but i would prefer something more serious as the megawad has really cool details everywhere, like revisiting zones and fully developed reactor areas, etc. making the storytelling side of the maps really awesome to follow. But again, some maps has poor progression hindering the experience a little.   Anyway, this is something that needs to be played and replayed, just to see those dehacked tricks and for theose awesome good maps. I had better memories of this than what i actually play, so i was expecting something more and better, but thats my problem, the megawad is amazing as it is.
    • By vdgg · Posted
      This mapper did create good stuff, pazuzu, diabolos and odyssey. This is way, way below these WADs. I am the first reviewer to mention massive (but massive) HOMs on MAP10! 2 stars for: - awesome grey blocks area in motion in the middle of MAP08 - some occasional decent moments, I guess MAP03 is fine, MAP04 is okayish. - visually it is not bad for 1996. But come on. One motif is: "press switch A to lower a lift, press switch B that opens a door somewhere far, but press it a bit later, just to get in time to the lift, not too early as the door will shut". After that door you often have a wall of monsters, so sometimes you retreat and repeat. This motif is used over and over and over again. You also experience cramped mazy hallways quite a lot and lots of damaging floors. Some of these damaging floors are used for extra spice during combat, but most of them are there to make you think faster about the puzzle solution :) It is not easy for me to pick the worst map, MAP05, 07 and 09 set the bar quite high. And it is me who is writing this, I enjoy cleim20, odessas, some cryptic stuff, but I just can't stand >80% of this creation.
    • By chlef · Posted
      Not the prettiest maps, but very nice to play. Old school goodness.  
    • By chlef · Posted
      Yeah, this is what Doom is supposed to be. Basic and enjoyable, no gimmicks or stupid sound/graphic mods. Just pure Doom. This is a keeper.
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