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Cyberdreams

   (218 reviews)

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About This File

Well, and now the key question: WHAT IS CYBERDREAMS? In our opinion, we consider that Cyberdreams can be described, first, as a pile of Doom levels in which the point is killing Cyberdemons in several ways and situations. But if you have been playing Doom for a long time and have tried the different playing modes (solo, deathmatch and ctf - who the hell plays cooperative?), after finishing Cyberdreams maybe you'll have the sensation that this is a different way of playing Doom in which you probably never thought before.

Killing a Cyber never was so difficult in the original game: you had a lot of weapons and ammunitions to fulminate them in a second. The difference in Cyberdreams is that your only "weapons" will be your movements, your strategy and a bit of your imagination. The only real weapon that you'll be able to use (and just in a few maps) will be the pistol. And not for killing a Cyber, but for doing other things (anyway, killing a Cyber with the pistol seems completely ridiculous and boring...).

You'll find while playing Cyberdreams that in some levels you can exit without killing all the Cybers. We really tried to avoid it, but in some cases it seems impossible, because of the design of the level. At least for us it's clearly obvious that the REAL point of each map is kill them all before exiting. Think about it.

We think the best way to realize what Cyberdreams is is to start trying it. And if you get interested in the first levels, you'll probably enjoy the rest of them, which become more attractive and complex. The ambientation of the maps is in most of the cases simple and accurate as well. We have been designing Doom levels for more than a year and a half and we almost have imagined everything that can be done using Doom editors. We got tired a long time ago of seeing the same kind of maps with the same kind of structures. In general, people have forgotten that risk can be one of the best tools while designing. In Cyberdreams levels there is a bit of that risk, and a bit of our experience. All we can say is that we tried to make the detailing and the texture alignments in an almost perfect way. For the rest of the things, the veredict belongs to you. We'll surely respect your opinion, but first... please take a look at the whole adventure.

One last thing: the Dehacked modifications refer only to text sequences, weapons, ammunitions and cheat codes. The behaviour of Cyberdemons and the rest of the things KEEPS BEING THE SAME as in the original Doom. Maybe YOUR behaviour won't be the same after playing this adventure, but...

So that's the story. As simple as it seems. We're dying to see what's your opinion about Cyberdreams. Just remember that there is more information in this text file that can be interesting for you while (or even after) playing it. Thank you and good luck.

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Maribo

  

The greatest thing about making things for Doom is that you have the chance to re-contextualize what exactly "Doom" is, in your own eyes. Sometimes, an author sees fit to eschew the conventional makeup of Doom, and reconstruct it from an entirely different perspective. Cyberdreams is the ancient precursor to your modern gimmick puzzle maps, your shitpost speedrun maps, and your general cases of maps that make you question if you are even playing Doom anymore. The answer to that question is that yes, you are playing Doom, because Doom is a canvas upon which you can paint your E1 techbase map, your macroslaughter limit-testing map, your voidwalking love story, your gimmick-y puzzle map, your monsterless tribute to a long passed friend, or whatever else finds its way out of your brain and into the editor.

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Pancrasio

  

Really innovative considering its date (1998!), has a lot of cool concepts that sadly didn't catch on too much. Probably the best aged wad from the 90's, still feels modern. It's short also, give it a shot.

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Cinnamon

  

While the idea in and of itself is fine, the resulting WAD is padded with not-so-fun ideas to fill the 32 slots. I appreciate the commitment to the gimmick but in execution I found myself wanting to skip rather than solve a whole lot. I guess it's not too surprising a puzzle WAD is a mixed bag, though.

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Ks4

· Edited by Kokrovan

  

Good, a lot.

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El Juancho

  

Interesting and original.

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NuMetalManiak

  

puzzle wads tend to have extremely mixed reception, as the execution of puzzles in them can often lead to gameplay people aren't used to, or potential exploits that can skip or perhaps softlock the player. that and most puzzles are usually just switch hunts which tend to be the most overused puzzle aspect of all. throughout the years, these gimmicks and puzzles are seen in spades, but rarely have there ever been entire megawads dedicated to some sort of puzzle concept.

 

Cyberdreams is surprisingly an old example of one that does this, and it does this well. you don't get a single weapon to use to battle the cyberdemons, heck you're not battling the cyberdemons, but running around them, avoiding their rockets, and killing them in creative ways, such as telefrags, crushers, anything that would get rid of them and can exit the map. innovative for its time and it still holds up, which is why it's one of the best puzzle wads for Doom.

 

there can be bugs still though, notable when crushing the cyberdemons on the ones that have stair triggers, on ZDoom ports it doesn't crush and kill them but simply immobilizes the cyberdemon. this is a problem with MAP19's cybers, who get stuck and you have to get past them to reach the exit teleporter. also sometimes the cybers are completely immobile on ZDoom ports in some areas, like MAP14 and MAP28.

 

key maps to note:

 

MAP11: numerous triggers to deal with while running around a central cyberdemon.

MAP12: one of the harder ones with nothing but a ring and two cybers to deal with, plus shootable switches. tighter than it should be.

MAP31: shoot voodoo doll with pistol, but cyber can interfere.

MAP32: run up, then switches, then back and forth, then Commander Keens should be shot by the cyber. both secret levels modify the imp and zombieman sounds so it looks like a voodoo doll is talking

MAP17: an interesting yet annoying moment with having to deal with a multi-teleporting cyberdemon, then two later on.

MAP23: my favorite, continually dodge fire as platform rises, go use switches and go back, then the platform lowers all the way and you have to dodge again.

MAP25: hardest map, arena is small and the safe zone is in the middle but you want the cyber crushed under the outer ring and you need to make him cooperate.

MAP29: fun track section never gets old.

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Dexiaz

  

One of the wads of my childhood. It was pretty interesting and challenging. The level design wasn't bad, especially for the 1998.

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Spie812

  

This wad does something that very few others do: something different. The only way to know that you like what the authors did is to try it yourself. In my opinion, the concept is very well pulled off. Every level is different and has its own method to solve the puzzles given. Overall, an excellent and creative mapset that everyone should at least try.

 

My only complaint with the wad is that some of the late levels (Map21 and Map26 most notably) can be pretty luck-based and frustrated.

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Havoc Crow

  

It's interesting how figuring out the best way to avoid a Cyberdemon's shots can be a puzzle in itself, without the need for complex switch hunts. The difficulty is notably uneven with some easy levels mixed in with truly hard ones.

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Zen3001

  
interresting and enjoyable concept im just got kinda bored of it

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Dynamo

  
Absolutely legendary wad that pushes the Doom gameplay to astonishing new realms. A collection of clever puzzle challenges requiring you to kill cyberdemons in various ways without using weapons to progress, Cyberdreams is simply one of the best wads ever made, even if sometimes it can be slightly unfair and even if it plays nothing like the classic Doom. Don't do the grave mistake on skipping this one. 5/5

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Tifosi 92

  
Reminded me, in multiple ways, of Chip's Challenge. Old-school puzzle gaming at its fined. Loved it.

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Doomkid

  
Creative!

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Combinebobnt

  
Original idea and fantastic in execution

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uhbooh

  
Nice

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Guest

Unknown date

  
Good idea, cool mapping tricks, but design is too mockery and many levels/actions is too repetitive. *** /hth

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Guest

Unknown date

  
A beautiful megawad with the perfect amount of difficulty. I hope to see Cyberdreams 2 some time soon.

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Guest

Unknown date

  
You are frikkin awesome! I just had a thought, make levels full of different monsters and you have to use tricks to kill them all! ;)

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Guest

Unknown date

  
love it. 5/5 Admiral Xolzo.

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Guest

Unknown date

  
one of the most inventive doom2 wads ever made. high five :) - lord_record

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Guest

Unknown date

  
crap like all concept wad

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Guest

Unknown date

  
This Wad is AWESOME! Through the lack of weapons and ammo, and the pistol your only choice. The traps, cunning skills and dodgings will prove better otherwise than weapons. The traps are set up good and it's up to you to get them right. Good work! I'm impressed! 10/10

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Guest

Unknown date

  
***** An incredible levelset. Very creative, very challenging. Great job. Hope there's gonna be an Archviledreams! ;-)

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Guest

Unknown date

  
Five stars. Gets a bit monotonous after a while - you spend a lot of time flicking switches sequentially whilst under cyberdemon fire - but it's one of a tiny number of puzzle-style levelsets that successfully transforms Doom into something it isn't. There were lots of Doom-as-puzzle-game wads in the early days, presumably designed by old Zork fans, but this is one of the few that actually works and entertains.

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Guest

Unknown date

  
meh....I really don't get it....

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