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The Twilight Zone (version 5 released to ftp)

   (70 reviews)
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About This File

32 all new classic levels for Doom 2. The twilight zone dosen't really have a story to it. The Twilight Zone was finished in Janurary 1998 where Level 17 and 18 were Crossing Acheron and Dante's gate. But I did a new level 17 and 18 myself so Dr Sleep wouldn't get angry.


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Gato606

·

  

It's a nice an entertaining megawad, interesting geometry and textures are well placed for a wad made back in the 90s.  Plenty of ammo helps you always have enough gun power against monsters.  Good job with the custom HUD, the MapInfo and custom textures.  Tho, I had hard time finding the secrets, some have clues to find them but most don't, they're after walls with the same texture without a hint.  MAP23 - Spaceswitch, was a pain in the butt, with all the switch traps and no hints to guess which was the right switch.  The 2 levels with Icon of Sight fights are a bit confusing, not knowing the typical shoot at the Boss Brain is really a trigger switch, also the MAP30 with the triple Boss Brain cube spawners get quickly cramped leaving with few room to move while you wait for the thin platform to raise and for some reason, after beating that level, instead of the ending screen with the monsters character roll, it replays the same MAP30 on ZDoom

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SilverMiner

  

One of the wads that inspired me to mapping

 

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P41R47

· Edited by P41R47

  

Sincerely, after hearing that this mapset was dull and crap, i was expecting typical 90's style oddeness, but i found it really entertaining, fun, and even with some nice visuals.

Some maps have an identity crisis as they don't know if they are techbase, starbase, corrupted base or hell, this happens from map01 to map11, but this aesthetic is shown during all the mapset, so it is cohesive in some way and don't know why there is a neat TNT feel to them, maybe its the vague realistic absstract combination of the maps.

There are also some higlights on other styles, like medieval, city and even a pyramid.

 

Real drawback here are the IOS fights, i don't like them much. Not a good idea hidding a switch behind an animated texture. But aside from that, they are quite fun and interesting. Oh, Spaceswitch, that map with all the switch traps is totally bad, clues are needed with maybe something to confuce the player about what is the correct one. Right now its a try and fail excercise that is easily beatable with savescumming.

 

I have a really fun time playing this megawad, its not the best mapset out there, but is really entertaining and way better than many oneman megawads that i played from the same time period. Also, its @pcorf first release when he was a teenager, and for me its totally a success.

 

Good job, Paul!
I read there is a probability to make, someday, an improved zdoom version. I think its alright as it is, maybe just rearrange the maps so they have a better cohesive progression.

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Shiro Nomatsu

  

Great Wad! Easy on UV due to a lot of items and health scattered around. Music 16 is one of best I've ever heard on Doom. Paul Corfiatis did a great job on this one! 5/5.

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Combinebobnt

  
Was fun when I played it. Nothing extraordinary though

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AnonimVio

  
Some megawads are samey, but this is just one map repeated 32 times.

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Guest

  
A pretty solid '98 megawad from Pcorf, not exactly the best megawad out there but it still has some quality maps and standout moments here and there.

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Guest

  
Despite the texture misalignments and the HOM mentioned this is pretty solid level set worth playing at least once. Then again I'm a pcorf fanboy. :V

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NuMetalManiak

  
pretty cool, but I hate the maps that have really long lifts on them (MAP23 had one really long one with an HOM). plays okay.

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Guest

Unknown date

  
Your next jobs are much better. That's why I give it 5/5 instead of 6/5 xDxDxD

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Guest

Unknown date

  
large bag of simply maps with average quality. some plays funny, some plays shitty. **

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Guest

Unknown date

  
A very challenging WAD. Even more fun and challenge if you use it with Voltlock's Real Guns Advance addon for doom. Some parts are an ambush waiting to happen like map02 at the yellow key (especially if you use RGA 2). Well balanced for the most part. - General Mike

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Guest

Unknown date

  
Whoa! This isn't the version I remembered! Was there an updated version uploaded here? Probably was since Massmouth and Romero can be seen on Map32 ;)

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Guest

Unknown date

  
Probably one of the best megawads of the late 90's.

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Guest

Unknown date

  
good but not perfect

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Guest

Unknown date

  
This is an older version. A more "recent" one was done in 2004.

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Guest

Unknown date

  
Had fun. Good levels overall but they are too linear and simple. If you want challenge don't pick this wad. But i highly recommand it for casual Doomers. I don't find the more recent version very different from the older one. Still, i like it. 3 stars out o' 5. :I ~Rocky XIII, a French Doomer

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Guest

Unknown date

  
A megawad of generally short and easy levels that vary greatly in quality. This was made over the course of two years, so the levels made later in Paul's career tend to be better (especially MAP17 and MAP18.) That doesn't excuse some of the maps, though, particularly the awful "puzzle" level that is MAP23, and most maps are simply average. But all in all, it's a solid set of maps. 3/5

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Guest

Unknown date

  
Superb but not like AV or HR (level 28 is extremely hellish, I love that!) Unfortunately, some of the levels are a little too small, and there should be a spawner on level 30. More hellishness to the other levels, especially 29.

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Guest

Unknown date

  
Very nice megawad, back to playing Doom soon I think. ;)

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Guest

Unknown date

  
Mostly fun average maps with little originality, but worth a download for the effort the author put into this. -NMN

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Guest

Unknown date

  
Sort of competent, but there's little to recommend it.

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Guest

Unknown date

  
Overrated boring linear maps.

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Guest

Unknown date

  
a cool wad. 1 of ma top 10 :D.thx 4 makin it.

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Guest

Unknown date

  
Excuse the incoherency in theme, with textures seemingly mashed together and single textures often used to cover entire rooms. The extensive linerality in layout can often boil down to repetition, and the gameplay provides little surprises or challenge. HOWEVER.. considering the release date, the one man team and the short completion time (3hrs) it has a delightful nostalgic feel. - 3/5.

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  • File Reviews

    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
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