You are an engineer working in the engine room of the spaceship you are settled in when suddenly, it starts to shake and rumble violently, sending you all around the room, and knocking you unconscious. When you wake, the lights are out, and you hear screams and gunshots only rooms away. You get your wits about you when the screaming and gunshots stop. You stumble to the nearest doorway with the help of the light poles near them and exit the engine room. It's a small hallway and is well lit compared to the dark engine room. A large UAC door is at the end of the hallway. You see a fellow engineer dead on the ground, holding a pistol. You look over and see a dead... something. Something clearing unhuman. You pry the pistol out of the engineer's still strong, still warm grip. The door behind you slams shut. You attempt to open it once again, but it won't budge. You look ahead of yourself, readying yourself for whatever could be on the other side of that door...

Description

You are an engineer working in the engine room of the spaceship you are settled in when suddenly, it starts to shake and rumble violently, sending you all around the room, and knocking you unconscious. When you wake, the lights are out, and you hear screams and gunshots only rooms away. You get your wits about you when the screaming and gunshots stop. You stumble to the nearest doorway with the help of the light poles near them and exit the engine room. It's a small hallway and is well lit compared to the dark engine room. A large UAC door is at the end of the hallway. You see a fellow engineer dead on the ground, holding a pistol. You look over and see a dead... something. Something clearing unhuman. You pry the pistol out of the engineer's still strong, still warm grip. The door behind you slams shut. You attempt to open it once again, but it won't budge. You look ahead of yourself, reading yourself for whatever could be on the other side of that door...

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TheShip
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PrixonPriz
PrixonPriz - - 7 comments

This wad was one hell of a ride! My eyes felt bad after playing this wad
But it was worth it.

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Pega6us
Pega6us - - 112 comments

MMMM...it doesn't feel like you're on a spaceship ... it looks more like an obscure military base

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RastaManGames
RastaManGames - - 237 comments

Also, have few moments that were kinda sad for me during my gameplay:

1) The brightness level of 32 is too dark and it is difficult to even see in the software render. I've tried to set it to 64 and it is still a way too dark. Personally, I can suggest you to set it straight to 96, since it is very dim and not too dark. I mean, all that I saw is pure black parts of the map. I didn't enjoyed of level's layout or its texturing. And it is very sad. I mean, you didn't used a light level of 0, but 32 is still spoiling all the fun of the exploration.

2) I can suggest you to change music from "D_RUNNIN" to "D_ROMERO", since it is a way more fitting into dim level setting. Not to mention that "D_RUNNIN" at this point became a some kind of still running joke, like missing textures in "Garry's Mod", I guess. This map deserving soundtrack that is more atmospheric.

3) There is a few occurrences of stuck incidents thru the entire map. In the first few rooms player can jump over the box (using 16x tall one as ramp) and find themselves into inescapable area. Also, there was an Lost Soul that is stuck inside of Arachnotron, Zombieman that is stuck in the explosive barrel and also one armor bonus that can't be picked up, since it is located in the too tight area. Please, be very careful with placement of enemies and items.

4) Be aware with source-port recommendation. You said that I can use any source-port of choice, but dynamic lighting (that you used as set up with light level of 32, I guess) is works only in ZDoom-based source-ports like "(G/L)ZDoom". Not to mention that exit from this map is required crouching and I was lucky enough to enable it in my "Nugget Doom" source-port. Most of source-ports doesn't having such function and someone with "Doom Retro" or "DSDA-Doom" and "Woof!" may just stuck here forever. It is better to rework final room of the map, so it not gonna have that silly crouching requirement.

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