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Lainos

UAC Secret

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Arrival on the UAC secret base. Secrets of which you're about to uncover.

Download link: http://lainos.ucoz.net/load/0-0-0-96-20
idgames link - http://www.doomworld.com/idgames/?file=levels/doom2/Ports/s-u/uacecret.zip

Port: prBoom+ is minimum (Limit Removing + OGG-music)
Iwad: Doom2.wad
Compability level: 2
Maps: MAP01
Different skills: YES
Secrets: 9

Jumps and crouches are prohibited.
Turn off dynamic lights before playing!

Screenshots:
http://postimg.org/image/li5grm2ir/
http://postimg.org/image/lxgqkmog3/
http://postimg.org/image/b9czlsegz/

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Dude, this wad is cool as shit! Great, textures, level design, music, and it was difficult. Awesome job!

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I enjoyed myself playing this map. Tough but still enjoyable. The scenery is nice though there are a few things that looked a bit off, such as the sofas. Overall a fairly solid map that's definitely worth a try. Also, I don't know how I feel about that cyberdemon alert line.

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The music had a rather nasty hiss to it from all the compression, but it was pretty cool. I ran out of ammo at the start of the map and wasn't able to fight all the pain elementals with my fists, though.

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At a glance I'd guess that it's a self-referencing sector with deliberately placed midtextures.

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Alfonzo said:

At a glance I'd guess that it's a self-referencing sector with deliberately placed midtextures.


I'd say a Boom transfer myself, I can't quite fathom how he'd have that tekflat there otherwise.

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FDA. It's quite long and slow, even though I finish on the first attempt. I always get the urge to go secret hunting when a map contains many of them...

This was a really nice experience, well done Lainos. I enjoyed the realistic sceneries and there are countless subtle little details that really add to the mood and the atmosphere. I didn't find the map very difficult overall (though I did run into some health troubles at one point because of one sneaky Chaingunner) but I did play quite methodically and finding 8/9 secrets probably didn't hurt either. Either way, gameplay was enjoyable and fitting for this sort of a map.

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Failed FDA here (highlight: AV resurrected a ghost Revenant which I couldn't kill). I thought the map was great, very enjoyable to explore or simply look at. Gameplay / balance were all OK with me, a little tight but still very fun. I liked the Health Potion replacement. Good job!

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Nice map, loads of secrets and mystery. There are still switches that I have no idea what they did, gonna go back in there and see if I can figure it out.

edit: Ok, got 100% secrets at last, only took an hour. I still have no idea what the switch in the graveyard did..

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Jaxxoon R said:

The music had a rather nasty hiss to it from all the compression, but it was pretty cool.

It's actually "hissing" because it's been slowed, from this original track, and you're hearing artifacts from where the waveform has been interpolated to fit the greater length.



Interestingly, the slowdown puts the song in C minor instead of E minor.


... I'll play this map soon, honest. :P

EDIT: Done so. Thoughts:

- Nice layout and textures, suffered a tiny bit from clashing resource themes though. There's stuff from Duke3D, Blood, various Doom texture packs, and lord knows what else.
- Health bonuses are tiny soda cans that are hard to see now. Not sure why these were changed and not the armor bonuses, but I would prefer the old bonuses back.
- Such delightfully cheesy 90s lava lamps. I assume that's what they are anyway.
- That cyberdemon sound though.
- Very minor gripe: all grass actors seem to be strictly placed on the 32 grid. This is apparent when walking through thick grass areas, and looks kind of weird.

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I must say playing through the map on UV was overally pleasant experience - not exactly easy, but also not ridiculously hard. I didn't die, though AFAIR I had one or two close calls. I run into some ammo shortages by the time I made it into the grassy courtyard, even though I killed almost all demons with chainsaw until that point. That happened because I got unlucky with the first archvile (in the pipe room), it kept resurrecting spectes as meatshields. I wasted at least 30 shells until it died. In fact, I had to kill two revenants (and some imps) with chainsaw in the courtyard. But when I exited the map (100% kills), I had some 100 bullets, 30 shells and 20 rockets, so the problem was distribution of the ammo, not its total amount.

All sprite and sound replacement felt totally pointless (perhaps except the health bonus), but oh well. I found the choice of music tracks... well, weird. They reminded of 1980s porn movies music, though that seems to be the norm in Doom mods the last 3 years or so.

@Mouldy: the graveyard switch triggers a My Little Pony reference...

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