Doom WADs’ Roulette (2012): 5till L1 Complex
Oh boy… It’s gonna be one of these…
G4: 5till L1 Complex
Main author(s): Lainos
Release date: July 21st, 2012
Version(s) played: 1.4
Required port compatibility: limit-removing
Levels: 1 (MAP01 replacement)
Today, we will be tackling another realistic city map, although in this case, it’s much more a bunch of smaller towns with a nearby futuristic colony rather than a real-life metropolis translated into a Doom WAD – 5till L1 Complex, created by Lainos. I remember playing one of his maps in the past – Comatose, which basically felt like this map, but bigger, more apocalyptic, and struggling on GZDoom. Let’s see if this map works better on UZDoom than its successor.
The map looks great. A lot of details and that other Doom-cute shit. It definitely gives me the post-apo vibes, even though it feels like half of the map looks habitable. Then again, there are two abandoned towns to the south and east of the colony, so what do I know.
The music is from an anime series called Angel Beats, and it’s fine. It fits well for the map, but I don’t think it’s my cup of tea.
Almost all the weapons have new sprites (the fist, meanwhile, is just mirrored). I don’t mind them; these are fine as well, except for the BFG replacement, which looks really bizarre.
Surprisingly, the map doesn’t feel complicated: Just go south to find the red key (by jumping from building to building), enter the so-called Phoenix colony, go east past it through the walls and find the yellow key near the shore, then find the hidden switch that will raise a structure to the blue key. From there, just go straight west in the maze. The map will only feel like it’s dragging since you are looking for ammo/weapons and enemies to kill.
Climbing on earth or rocks tends to get really annoying, since you have to find that one spec of dirt to climb on, and it’s usually in one place only, forcing you to go from one end of the moat to another.
There are invisible walls here and there, and while these are also annoying, they’re not as much as climbing, since there are less of them than the latter. Besides, at least they prevent you from soft-locking yourself.
Fighting on this map felt annoying (which is probably how I feel with most of these maps); it wasn’t hard, but the amount of enemies spread across vast areas started to piss me off by the time I entered the colony. Not to mention how you start out ammo-starved, forcing you to finish off pinkies and imps with a fist or a peashooter, respectively. May God guide those who decide to UV-MAX this map.
While playing the map, I managed to find one stuck imp and a couple of buildings/structures disappearing when you are placed in front of some of the shorter ones.
Stability-wise, I only had a very short freezing when it comes to loading the map.
And that’s all for 5till L1 Complex. Like every realistic/city map, it looked great, felt kind of overbloated, and killing enemies will make you want to rip the remains of your receding hairline. But not gonna lie, out of many maps such as this, I think this might be the least painful. I can’t exactly pinpoint where and why I think like that.
Anyway, we only have the third episode of DtWiD before finally saying goodbye to that WAD.
I'll see you then.















