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   (3 reviews)
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About This File

The genetic experiments at the Universal Acme Corp. have gotten out of hand. You must clean up the mess, find the computer control central, shut it down and destroy it. This wad shows off many of the neat things DOOM can do. This is a polished wad with NO HOM and full alignments. Plenty of ammo and weapons if you use the right strategy. This level is designed for strategy and playability. Watch out for traps! You WILL be killed the first time through! Full support for single, multi-player and deathmatch.

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· Edited by geo


This 1994 generic level deserves 2 stars, despite its glaring flaws such as door tracks moving up with the doors, misaligned textures and confusing layout. Where it deserves a single star is after a full 20 minutes, the level is so confusing that I gave in and abandoned hope. For me as a player to be so confused, yet not lost and needlessly run around to several parts of the level over and over again isn't my problem, its the author's problem. It would have been different if I felt like I was having fun or making progress rather than backtracking over-and-over.


Flip a switch and 50% of the time it does something out of the room. Where? Its up to you to find out. Find a yellow key? Open a yellow door to reveal a bland room with a fireplace. Nothing is here, solid walls, the fireplace has nothing in it, nor any way to enter it. Time to search the entire complex again for a random door or wall that may have opened.


Wait what's that? Nothing actually opened? Time to scour that unassuming yellow door fireplace room. Oh look its a secret door that seems mandatory. Constant solid wall after solid wall reveals a door. Heck some walls lift to reveal key doors. The entire map is like that, walls open up with not only enemies and ammo behind them, but things you need to progress. Some boxes had to be opened to find a transporter or switch which is good, because its right there in the box, there's just no indication outside of looking at the map that the box has something inside.


On the plus side, there are a variety of environments. Typical star tan rooms, toxic filled exteriors, skin walls and wooden hallways. It has balanced health to stay at 100% and ammo enough to need to change weapons.


I can see the amount of work and yet still imperfection of the 1994 era in this level. The sad thing is this is the second version. There's a worse version out there! Its unpolished, it was a chore to get through and I failed to get through.







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I'm not sure i this intended or not, but if you go through the level in "wrong way" the exit becomes closed forever. Stay away from this.

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Unknown date

A minor update to id=12310 which attempts to fix some of the flaws of that version of the map (the confusing teleportation) but instead manages to make progression *worse*. For example, you are now required to run over a random corner in a room to open a remote door placed in another room. It's again very easy to inadvertently make the map impossible to exit. Texturing has improved slightly, but still feels haphazard. Skip it. --1/5

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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+ - 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.