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Z-Dione Attack

   (21 reviews)

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About This File

This is Dione Attack's do-over remake with new levels full of hellspawn. If you played the original Dione Attack, play this to see the amazing difference between the two. PS: To beat level 7, just kill the mancubi and arachnotrons, the cyberdemon is just there to amp up the difficulty in killing them.

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Guest

Unknown date

  
Wow, you guys are weak if you quit early. I put difficulty settings there for a reason if you think one setting is too hard. There's also this thing called "monster infighting", use that to your advantage when low on ammo and you should be good. -Impboy

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Guest

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No ammo! I quit on map 4 due to lack of ammo. 1-27-11

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Guest

Unknown date

  
Many of the previous reviewers have already pointed out the main gameplay flaws here. It's just unimaginative and boring to play. And I'll knock a star off for resource theft (Icarus music, and no doubt others), just to remind mappers that some people do care about these things. And if you haven't even tried opening the wad in a Boom-compatible port, please don't claim it is Boom compatible. (Sure, there's the workaround of using -warp, but it's sloppy work.)

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Guest

Unknown date

  
no competition i like linear gameplay that rocks but this doesnt rock anyway. no traps. no cybers nothin

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Guest

Unknown date

  
MAP01 was nicely detailed, but I got bored of the cheap "instant open monster closet" around every corner. Played MAP02 until I got raped at the top of the lift by a bazillion hitscanners with no armor whatsoever. A bit of monster variation would go a long way **

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Guest

Unknown date

  
I'm not a big fan of this. It felt repetitive (although I still played all of it, so it wasn't that bad!), and map7 had a bug where, if the mancubi and arachnotrons died at about the same time, the exit became inaccessible without jumping. 2/5.

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Guest

Unknown date

  
Seven levels dated March 2010. Map01 pits you against a bunch of zombies in a linear, slightly monotonous map; detailing and colour scheme in the modern style. Gameplay very chaingun-centric. Map02 is very similar, and so is the first bit of Map03; then you go to hell and there's a bit of variation. Map04 has some annoying lava bits. Ammo gets v. tight after that; my interest waned. It has a tonne of plasma ammo but seemingly no plasma gun or BFG.

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Unknown date

  
A not bad mapset, but...the balance is not exist. First few levels are too much ammo. And I can't found the plasma gun, I'm play without pistol start, WHERE IS IT!? It's pain my ass on map04/05/06 because lack of ammo. And even I found that, those levels are not easy still. Map07 is best level I think. 3.5/5 -playerlin

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Unknown date

  
Sadly this fell short with lack of armor in early maps and severe lack of ammo in the latter maps. Map05 for example, after grabbing the blue key, I ran out of ammo after taking down the Barons. And then 6 Cacodemons come in. I quit, thinking this was a huge letdown. Needs a bunch of gameplay tweaks, even without pistol start. 3/5 - Moti

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Guest

Unknown date

  
no design flaws that i could see in skulltag, a consistent theme, tough battles that actually made me fell proud to beat.. that is a 5/5 in my book -ROBO-KY

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Guest

Unknown date

  
This is a decent episode, better than the original. It has its faults though, ammo can be plentiful in some maps, the combat in the base maps is zombie exclusive. Still it's pretty good for a 17 year old! I'll give it a 4, albeit rather hestitantly, but with a few slight improvements (lava on Map04 weakened, 20% damage when you have to walk it is ridiculous), rocket launcher from Map04 provided from pistol start on Map05, and Chaingun earlier on Map07, this would be a very solid 4.

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Unknown date

  
Very F*ing nice! -Flesh

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Unknown date

  
Christ, two levels in and it was all run around and blast soldiers and shitgunners with a chaingun and a shotgun. Did it bet better? More varied? Interesting? I have no clue cause I quit. meh.

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Unknown date

  
completely unoriginal for the most part. open door, clear room, open next door. every wall has the requisite computer terminal, every key has the requisite fast-open door with new monsters attacking, every backtrack has the requisite new monsters teleporting in. the hell levels are a little more interesting, but not by too much. 2.5/5 NT

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Unknown date

  
DOES NOT WORK IN INTENDED SOURCE PORT. Crashes in Boom ports unless you -warp to maps in the command line, apparently because of a titlepic lump. Apart from that, the maps are pretty bland and uninteresting. 2/5

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To the first reviewer: Like I said for Megadoomer about the gameplay, it's supposed to be consecutive and NOT pistol start friendly. This is one of those wads where you need to "save often." -Impboy

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I tried all maps on UV from pistol start as per usual seen as it didn't say otherwise. I didn't have too many problems doing that except for map 5 which took about 10 tries. I'll probably replay it consecutive. On the plus side: the detailing is very good. On the minus side: there seems to be rooms full of zombies but little armor. I also noticed lots of monsters stuck in walls and each other. The first time I found armor was on map 5. Anyway 4/5 from me.

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  • File Reviews

    • By D3rpyD00dlez · Posted
      I genuinely enjoyed this mod with its level design and music. It was challenging and interesting and it kept me playing a while after beating it to try to find anything. though I would say it was slightly repetitive and overwhelming with enemies at some moments.
    • By LouigiVerona · Posted
      Writing a review for Darkening 2 is tough. It's a beloved megawad, and for good reason. As many other reviewers have said, it is historically a very important project.   It was an important megawad for me personally. I fell in love with the first level in particular. The music, the realistic architecture, so reminiscent of the video games of the 90s... It all left a lasting impression. And it was one of the most beautiful wads I've seen at the time.   But I rarely played anyt
    • By Ofisil · Posted
      A competently made map, for sure, but fun? It's way too long and repetitive, with same-y combat & ambush scenarios used again and again, and with way too much enemies, and not that much of a challenge, even for me who isn't exactly fond of "SUPER HARD WAD #9263!!!!11!. You can cut the whole thing in half, and then cut THAT half in half, and it would be a better map. Is it bad? No, just a little bit above average, mostly because it drags a bit too long.
    • By MrSkeltal · Posted
      Generally good map design, but the difficulty as is the case with pwads tends to be uneven even on HMP, especially when you mix them with what slaughtermaps tend to be (monster spam). Too many parts where, after pressing a switch, you'll spend some time killing enemies only to realise the map maker tried to get cute and spawned a bunch of hidden archviles somewhere to start reviving everyone while you were busy wasting ammo. This is especially unfun in parts with very little cover where you'll b
    • By Ranger Qwerty · Posted
      I like the part where I pay for the numerous murders I committed by getting beaten up by either a Mancubus or an Arachnotron, it changed my outlook on Monster Priority. Thank you "Problematic" Revenant #7, I have yet to find a way to repay him.
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