Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

m-o

Sign in to follow this  

176 files

  1. MAYHEM.WAD

    Needless to say, this is my first level. I think I did a pretty good job but if I were able to force myself to look at the DEU screen again and make another level it would be way better. The best thing about my level is that the secrets aren't all composed of hidden doors who's textures have been cleverly alligned. To get acess to my secret areas you'll have to use your brain, which most DOOMers enjoy. And at no point will you need to find a hidden door to complete the level. Any moron can go around a whole level pushed up against a wall pressing the spacebar rapidly. My level is also very straight forward. You won't have much choice to where you go, the level will direct you through itself. I have put in an area map early in the game because they are cool. Some areas though are hidden so it doesn't give the whole level away. This level is ment to be played on ultraviolent, save often or don't save at all, whichever you prefer. Try to get 100% items, secrets and kills, I've made two of those kills perticularly tricky (Use you brains not your guns).

    22 downloads

       (6 reviews)

    Submitted

  2. NHOUSE.WAD

    The environment is the same which took place in a house which I lived most of my life, except it's nighttime!!! The effects are enhanced with blinking lights, dark areas, and an additional new graphic of the sky---stars!!!

    15 downloads

       (1 review)

    Submitted

  3. NewDoom v1.10

    NewDoom will convert some of the main graphics in Doom, like the Weapons, Bad Guys, Wall and Door type Graphics, and even sounds. NewDoom can also be taken off if you want too.

    20 downloads

       (4 reviews)

    Submitted

  4. /\/\ental's Aftermath

    This level is unique in its own way. It has a lot of kewl features. I made a bunch of lifts, and self opening doors.

    17 downloads

       (2 reviews)

    Submitted

  5. openplan.wad

    This is an attempt to recreate the building where I work as a WAD file - some liberties have been taken with the layout, but it's basically correct. If you came to visit you'd recognise it.

    This also replaces the first attempt at uploading this wad (originally called ofisblok) which somehow got corrupted on transfer.

    15 downloads

       (1 review)

    Submitted

  6. Entry.WAD

    "You are shoved roughly through the door, and you don't even have time to watch it slam shut behind you as a nearby guard punches a hole in your leg with a well placed bullet. They said you were free to go, but you didn't know you'd have to run this little guantlet first before you make it to the exit. You have a battle to fight, freedom to gain and nothing to lose... but your life."

    (this is my first wad, but it could be thought as a "shareware" version to my upcoming full episode replacement wad) Just wait... there are bigger and better wads coming soon!

    24 downloads

       (8 reviews)

    Submitted

  7. Supermarket

    There isn't much of a story, but here goes. Your at the UAC supermaket, (Voted best market by 3 out of 4 space marines!) and people start coming in left and right. Then you remember there was a sale today. Once you were shoulder to shoulder with people, you went insane. you took your shopping cart and started killing everyone in sight. Inclosed is a batch file to put in the graphics and run dehacked. Included is Deusf, but not dehacked. (which you need!) Put market.deh into the directory that dehacked looks for patches, then run market.bat. Note that your game will not be harmed, even though I WILL NOT be held responsible for anything this patch does! The graphics will be restored when the game is done!

    23 downloads

       (7 reviews)

    Submitted

  8. POST MORTEM

    Stepping into the elevator after a hard days work at the widget factory, you suddenly find yourself magically transported to the magical land of DOOM, where, greeted by the local denizens, you set off on a mystical journey down the yellow brick road........hey, wait a minute.....wrong story line....

    15 downloads

       (2 reviews)

    Submitted

  9. DOOM NIGHTMARES II

    ALL NEW LEVELS WITH NONE OF THE SAME FORMAT. A LOT OF TIME WAS SPENT ON EACH LEVEL ON EPISODES 2 & 3. SOME LEVELS ON EPISODE 1 ALSO TOOK A LITTLE EXTRA TIME THAN I EXPECTED. MORE WORK WENT INTO THIS PWAD THAT ANY ONE YET. EVEN BETTER THAN CHAMBERS OF DEATH III THIS IS THE MOST DIFFICULT PWAD I MADE YET. THERE ARE STILL SOME MISTAKES ON EPISODE 2 LIKE SOME DOORS AND STUFF.

    WELL, HERE IT IS! THE AWAITED SEQUAL TO THE EVER-SO-SUCKY NIGHTMARES GAME. WELL, THIS ONE IS NOT SO SUCKY. IT IS NOT REAL COMPLEX, BUT IT IS HARDER AND BETTER. MOST OF THE LEVELS ON EPISODES 2 & 3 ACTUALLY HAVE doors!

    The Story Continues... ====================== You come home from your victory with the SpiderDemon clone and decided to take a little nap. BIG MISTAKE! the spiderdemon is done with his levels and has prepared the ultimate Nightmare!!! Prepare for the Return of the SpiderDemon. His cloning machine has created so much evil and so many deaths. The demons and imps he keeps multiplying are becoming very annoying. More humans are being possessed to kill you. Pretty soon, the SpiderDemon will run out of dead bodies to possess, so he will turn to LIVE people. Save your Species! The Spiderdemon has his own little Hell set up for you. HAVE FUN

    20 downloads

       (6 reviews)

    Submitted

  10. NIGHTMARES III

    16 downloads

       (4 reviews)

    Submitted

  11. Massacre on Deimos

    As you kill the last of the Barons on Phobos, you hear a crackle over your communicator. It's information (and of course, orders) from Earth. The General informs you that the invasion was not limited to the Phobos facility, but that Deimos was also invaded. Just before Earth lost all contact with Deimos, the following portion of a message was received:

    "...it's a gradual infestation. It starts in the small storage facility where the teleporter from Phobos is located. It's not too heavy there, mostly mutants. It just gets worse though. The refinery is one of the worst areas. The stairway down to our rec room now looks like a stair down to ..."

    You here an explosion, then the General is back on. "That's all we got, marine. And now we can't find Deimos anywhere! It looks like the whole place just disappeared. We need you to jump on that teleporter, find out what happened, and clean it up. Earth out."

    "Great," you say to yourself. You were really hoping that this teleporter was your ticket home. So now you have another station to save, more demons to kill and a general with bad phone manners. You take a deep breath, jump on the teleporter and hope that nothing's waiting on the other side -- and that there's still another side to land on...

    18 downloads

       (3 reviews)

    Submitted

  12. Home Sweet Home

    Is cool man!

    27 downloads

       (2 reviews)

    Submitted

  13. Maze - BIG IS BEAUTIFUL

    Fair big.

    15 downloads

       (2 reviews)

    Submitted

  14. Sci-Tech Fortress

    Okay, so your military outpost has lost contact with the sci-lab on a nearby planet. You are sent to investigate. Generally this level have very little ammo and you will most definately have to take some time to find the hidden doors to get to it! HINT: Try activating the terminals that you see all over the place. This is accually the same as Myfort.WAD, but it also contains some bug fixes and a level for doom2 with better texures and more lighting effects, thanks to DCK 3.4!

    18 downloads

       (4 reviews)

    Submitted

  15. The Mega Maze

    One day you were put in charge of a top secret government base. You went to the security room. Security cameras were setup all over the area. You got a can of Mountain Dew from the machine. As you began to put the first quarter in the machine, you heard a strange sound in the distance. You see, this base was huge. If you strayed to far without a map, you might get lost. The sound was like this: "Awrleeowlreeowlreeerowleee" THAT wasn't wasn't any HUMAN sound! You went in the next room. There, on the floor was a bloody corspe. And in the next room you could hear all sorts of demonic growling and screaming. There, you saw an imp! Next thing you know you see some demons and mindless former humans wandering into the room in front of you. You picked up a shotgun. And then you threw your voice across the room. Demons started screaming like MAD! You could hear mechanical footsteps across the base! Looks like an infestation, and everybody evacuated, and you didn't even KNOW IT! Soon the clamoring died down, and all the enemies went back to their previous unalarmed state. You realize your objective: Kill every bit of hellspawn in this base. Or die trying!

    17 downloads

       (3 reviews)

    Submitted

  16. NewCity

    A large single level cityscape for single or multi-player games.

    45 downloads

       (22 reviews)

    Submitted

  17. Hell in the Household

    I got a coupla DOOM editors, and decided to make my house. With a little bit more carnage and Satanism.

    16 downloads

       (2 reviews)

    Submitted

  18. Matt's House V2.1

    They laughed when you said the world was going to be overrun with monsters. Now they're dead. And you're not...Yet. Race through a 3-level house, trying to stay alive. No one said it was going to be easy.

    13 downloads

       (1 review)

    Submitted

  19. Necropolis lvl1

    Enter the mysterious city of the dead!

    13 downloads

       (1 review)

    Submitted

  20. NEWCASTLE BROWN

    blah blah blah... PLAY THIS WAD!!!!!!!!! Oh yeah, this is names after my favorite ale

    17 downloads

       (2 reviews)

    Submitted

  21. Man Trap Ver. #2 All bugs fixed

    Watch where you step...it may be your last. You find yourself in a training facility where all good soldiers go...to die? To escape, you will need your wits and strength (plus good shooting) to live to tell about it. There are teleporters, secret passages and plenty to kill. Just watch your ammo. The secret to escape lies in the bones. Find it and you just might survive to another day. Don't...and you'll just be S.O.L.

    17 downloads

       (2 reviews)

    Submitted

  22. Hall of Marble 1.1

    Mostly a single player or cooperative level, but can also make a good deathmatch. I have spent most of the time trying to make it look good rather than make it difficult to complete, but don't expect it to be to easy ;-).

    Version 1.1 has a few changes in the design. Nothing major, just to make the things you find more in proportion to how much you have to work to get there.

    22 downloads

       (5 reviews)

    Submitted

  23. Death by shotgun wound...

    As you and your friends are preparing for the drop to the planet your scanners keep repeating Mwa HaHaHaHaHaHaHa!!!!! Then your comunications and radar officer yells "The OutPost is Gone!! There is only a Space Station!!!" Your commander tells you and you friends that you are going aboard the station! Get Ready....... As you and your friends land in the Hanger you notice something very strange a sky.. Then you realize the Ship is GONE!!!!! You have been teleported to one of the Radar assembly's on the station. You notice a gun and a Comp. Map and see there is 2 Radar assembly's and a multiple areas then a ship. Good Luck.....

    14 downloads

       (1 review)

    Submitted

  24. ONE

    A long wad with a cool ending! All automatic doors!

    15 downloads

       (2 reviews)

    Submitted

  25. m2all

    Just that "old feel" DOOM levels.

    25 downloads

       (10 reviews)

    Submitted

Sign in to follow this  
  • 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 anything beyond MAP01. So this time I decided to go through the whole megawad and answer the following question: has Darkening 2 stood the test of time?   Obviously, you see what my rating is. So, in my opinion, the answer is "no". But why? Let's dive in. I'll start with the good.   First, the new textures and level design in general are very good. Obviously, as the Doom mapping craft is evolving, there are far more impressive wads these days, but some things in Darkening 2 are timeless.   Ola Bjorling's intro level is a classic. It creates such promise for the rest of the megawad, boasting both vast, mid and tiny areas, realistic objects (if that's your thing) and good gameplay. Exactly the kind of intro gameplay you would expect - not too intense, not too slow. The monster placement is solid, the progression is robust, some clever ideas scattered throughout the map, with many little side-tasks for the player, like the ending door which requires you to quickly hit the two switches. There are some annoying bits, like getting the yellow key requires one to swivel around a crate, but we'll get to that in a bit.   MAP05 is amazing. I played it two or three times in a row. It's one of those things that might be personal, but I just connected with that map. Not only is the design cozy and varied, but the final boss area is so well designed! The blue armor secret is just exquisitely devious. A very memorable level! Totally playable from pistol start, btw, which is not necessarily true for every stage of this megawad.   Even levels the gameplay of which I disliked, all had exemplary design. Everyone used the new textures to their full potential, and I liked the feel from the majority of contributions.   The music seems to be a point of contention. I am actually quite puzzled by this. I didn't feel that the music is bad at all. In fact, the MAP01 music and MAP05 music could be some of my favorite tunes from all of Doom. The previous reviewer complains about MAP09's music. I just listened to it, it's a lovely electronic track. I think I know what he means by a piano, but on my system it sounds like this very quiet arpeggiating organ. Nothing annoying, all very soft and well written. I am currently playing it on GZDoom, and also on Linux, so my experience might be different, but I played it on Windows on vanilla Doom back in the day, and as far as I remember, the music sounded the same. So, not sure what's going on there.   But that's where the good stuff ends. There might've been more points to discuss had there been new monsters and weapons, but those parts are stock.   Now, for what felt bad and/or outdated, because I suspect that in 2000 this wad offered acceptable gameplay. I played Darkening 2 on UV difficulty. And this could have been my first mistake. The balance on UV is generally very poor. MAP01 is fine, but as I said, it's not that intense to begin with. But starting MAP02, the only level that managed UV well was only the aforementioned MAP05. Yes, literally a single level.   The problem is the low amounts of ammo and health. Especially health. On some levels medikits are so sparse that I was on less than 20% health throughout most of the run. It's a pervasive problem, especially given that there are a lot of traps, liquid floors and lifts from which you could easily fall onto said liquid. And thing is, some of those could have been interesting little romps, but because of the medikit scarcity I had to nervously save before entering a new area.   The second problem, somehow more annoying to me, is that Darkening 2 demands loads of platforming. With all due respect and love that I have for Ola's MAP01, getting that yellow key was a huge pain for me when I first played it. These days I get it almost always on the first try, but back in the day I remember spending ten, twenty attempts trying to swivel around that crate in order to get to it. I even wondered, am I missing something? Is there a teleporter somewhere?   note: actually, you can get the key if you simply accelerate and jump from the opposing ledge. I think I remember trying it as a kid and not being able to get it, and I guess I assumed it was impossible. Maybe I didn't accelerate enough. For some reason I easily get it now. Either way, I don't think that it's a great idea to make the player work so much for a key that's necessary to progress. Just allow me to take it without having to spend years figuring out the best way to pick it up!   I do understand platforming as an additional effort to get to a bonus. I don't want it as part of the main gameplay. Doom is not Mario. And the game's physics, controls and camera are not designed for precision jumps and acrobatic tricks. It's tedious and frustrating, and too often in Darkening 2 you need to run across a thin ledge or swivel around something. And that's just so unnecessary. Maybe it was normal in 2000.   There is also an over-reliance on switches. You've got a door right in front of you or a lift, but no, go press a switch first.   One level in particular, MAP10, is especially bad at this. Almost every lift requires you to hit a switch and then run through a room and a couple of corridors to get to it. Why? Especially given how you then have to backtrack there several times and go through the same exercise over and over again.   Speaking of backtracking, boy, there's lots of it! In recent years the overall quality of level design has risen considerably. It's been a while since I was seriously stuck. In Darkening 2 this happened all the time. I constantly found myself not knowing where to go next. You grab a key and then run around, trying to painfully remember which door required it and where is it.   For some unclear reason, most doors are not color coded. A silver door requires a red key, a brown door requires a red key, and then some other door requires a blue key, only that door IS color coded. Why the inconsistency?   There is another thing to note about doors. Many levels exhibit an inordinate amount of fake doors. Perhaps, this is the realism angle that this megawad exhibits, but again and again you'll see a door, it won't open and is not supposed to be opened, and then a door that looks exactly like it will.   And, of course, when you find a key, it usually won't be near the door that actually needs it. In many modern levels you get the key, jump off the ledge - and voila, you're in front of the relevant door.   All of this makes you get stuck a lot, especially on later levels which are larger.   Unlike the promising MAP01, with its opening vista of the mysterious base, all other levels are cramped beyond belief. It's as if it was a competition on how to use less space. You get to MAP02 and see these tiny corridors. Well, that will be the rule throughout the whole wad. That's what most levels will look like, with very rare larger areas, many of which are still going to be mostly blocked off to the player by railings or filled with liquids. And within these tiny areas you'd have to fight off monsters.   The monster placement would've been satisfactory had it not been for those tiny rooms and corridors. Again and again you get a baron or a cacodemon right in your face, and there's nowhere to go. You are also constantly low on ammo, so it pays off to pace your supplies, making it plain boring to shoot down barons and cacos with merely a shotgun or a chaingun, while having to strafe around them in narrow spaces.   I have also forgotten how annoying lost souls could be, as I'm not seeing them as much in modern wads, but to be fair, in some levels they are used well, like in MAP05, where they notice you from afar and then come charging through the windows.   There is an underwhelming cyberdemon fight in MAP011, which is kind of baffling. It's not at all challenging, the area is again small, but you can run away into another room and come back at will. I was bored taking out the cyberdemon with my shotgun (cause the rest of the ammo was gone by this point), so I just ran past it into the exit.   The last level, MAP12, is probably one of the most disappointing levels I've ever played in my life. It might sound like an exaggeration, but notice I am not saying it's my worst - instead, it's my most disappointing. And it's disappointing because it's so beautifully made and is again designed by Ola Bjorling. I should've loved this level, which is meant to be the closing level to the saga. But it's really-really bad. It's like MAP12 takes all the problems of the previous levels and dials them up to eleven.   First, the level is poorly designed for pistol start. It took me many-many tries to get through the first encounters relatively unscathed, given my understanding that medikits are going to be few and far between. The very first room you're deposited in is a tiny room with two imps and with a cacodemon shooting through the window, while you have nothing but a gun. And the only way through this room is to shoot a switch, making it impossible to do it without basically getting killed in the first several seconds. So you have to dance around and try to tediously shoot down the imps with your puny gun, while avoiding their projectiles and the cacodemon in the back. And when you finally get through this, with your almost depleted gun, the very next narrow corridor features a baron. Of course.   You do get a shotgun and a chaingun fairly quickly, but whether you get a super shotgun quickly will depend on how you go about the map. You can get it quickly, or you can get it midway into the level. The placement of that super shotgun is very bad, in my opinion.   The second big problem is that the level chooses to make you navigate it through liquid floors: the stage consists of several areas which are mostly connected through nukage tunnels. So, you are given a bunch of radiation suits.   This adds literally nothing to the gameplay. If anything, it actually subtracts from it, and subtracts substantially, because first you use up your suits to navigate the level back and forth to even understand where you need to go. By the time you more or less figure out where's what, all your suits are gone. And given how low you are on health, you're basically forced to restart. Which means that there is no chance to beat MAP12 on your first try, it's just impossible due to how convoluted everything is.   At some point I gave up and entered the level with a nomonsters flag and iddqd, so that I could map out where everything was. And I have to tell you, I spent no less than twenty minutes finding all the keys and the exit. Think about it - twenty minutes on nomonsters and iddqd, and it still took me forever to find my way around. There was obviously no or inconsistent color coding of the doors, and many of them were far from where you got the key. In fact, between you and the door stood passages with nukage, so you would have to grab a radiation suit first.   One of the most frustrating things about this level is getting the blue key. If I complained about getting the yellow key on MAP01, this blows it completely out of the water. The key is in a room full of crates. And the amount of platforming you need to do is beyond reasonable. Ola positioned those crates at nearly impossible angles, forcing you to attempt it again and again and again. One bit is so difficult that even after playing through the level three times, I still cannot get it reliably. I counted that the average amount of attempts to get through that spot alone was over ten. And I am a pretty experienced Doom player. I dislike platforming, but I can do it. MAP12 challenges that notion.   Another problem with that specific part is that the crate with the blue key serves two purposes: it gets you the key, but it also let's you jump into the next area. And that's the ONLY way to get there. And if you would need to backtrack - and in a moment I'll explain that you might need to - you would have to go through all that horrible platforming AGAIN. There is no shortcut.   If previous levels put you in cramped spaces, MAP12 decides to turn it into torture. You are constantly in tight quarters, fighting barons, cacodemons and hell knights.   Once you go into that area from the blue key crate, you have to walk along a narrow ledge which oversees nukage you've traversed previously, and there's the opposite ledge which you can theoretically jump onto, but that would place you in the previous area of the map. As you pass through that ledge, to the side large sections open up, releasing six cacodemons right behind you. You turn through a narrow staircase - and bump into a baron. The staircase is too narrow for you to go around him, so it's either a health tax, shooting at him and powering through, or else you go back. Your retreat is blocked by a crowd of cacodemons, so if you want to spare your health, your only bet is to jump down to that opposite ledge and kill all the cacos. And then you have to go back and go through those crates again, spending fifteen, twenty tries to get through. Knowing all this, the most optimal solution is to walk through that ledge carefully, and as soon as cacos are released, run back. It's a beginner's trap, just like so many things on this map.   But these traps have only just begun. The march towards the end is a series of these traps, so the best advice is to save every single step.   Immediately after this ordeal you get into a room with yet more crates. This time the platforming is easy, but as you jump off into a tiny-tiny corner, you see a baron right in front of you. AGAIN. There is no way to kill him without dying or losing most of your health. The trick that I found is to platform your way onto another crate and wake the baron up from there, then kill it from a distance.   And, by the way, not only does taking out these barons and cacos takes time, it depletes most of your carefully saved ammo. I was finally in a good place at that stage, but these three encounters foced me to enter the final several rooms with barely anything, but cells.   As you enter the final areas, you see an invisibility power up. Don't take it! It's another beginner's trap, designed for you to lose even more health: there will be no more hitscan enemies, instead only revenants and barons, and using invisibility with barons is a bad idea.   The final battle is bizarre. By this time you get the BFG (through that room with the crates and the baron). You then get stuck with a cyberdemon on a relatively tight ledge (yes, again, large monster, little space), but it's wide enough that you can navigate around him, grab some ammo and use the lift to get to the final area, where for the first time since MAP01 you again get a relatively large area. The battle is trivial, you just run around, shoot you BFG and the monsters kill each other. There is the Spider Mastermind which you won't even notice, cause it's surrounded by Arachnotrons who quickly kill it.   The cyberdemon is stuck on that ledge. It cannot shoot you from there, so you just kill it either with the leftovers of the BFG or rockets from the outside. It's tedious. I don't understand the reasoning behind that. Why put a cyberdemon there? Unless the expectation was that the player kills them on that narrow ledge?   And then comes the very final area. You drop into a cave. Deeper and deeper you go, through a claustrophobic passage. At one point I thought it was a dead end, but you can actually squeeze yourself into a corner and drop further down. Then there's a panel with the Darkening logo. You open it and a tiny room full of imps greets you. Imps fire multiple projectiles at you, but you are stuck, there's nowhere to run, so you have to kill them before they kill you. The obvious thing, of course, is to use the BFG, but the problem is that in that claustrophobic cave had to be a specter, of course. So, you are very likely to enter that final room with a shotgun. Again, it's trap after trap after trap. As you enter the room, an archvile is lowered and more imps will come out. The room is tiny and the only way to hide from the archvile is to have the bars that surround it stand between you. One small mistake - and you're likely dead, because you lost so much taking hits from the imps. If you get lucky, you'll kill it, and you're done.   So, it's tiny spaces with lots of monsters till the very end.   Now, obviously, when you know all that, the level is not that hard. In fact, after mostly writing up this review, I went back and beat the level in exactly thirty minutes, with 100%+ health. But that was after studying this map for hours. And yes, I still got stuck on the platforming bit, I still had to backtrack, and the second time around I just jumped it over, because jumping is not blocked.   In conclusion.   Darkening 2 is definitely staying on my computer forever. It's got sentimental value for me. But it's not the wad I'm likely to replay much. MAP01 and MAP05 are great, and I've got this morbid love for MAP12, having had to dissect it for so long, but the rest is forgettable.   It's an important era of Doom mapping, and a huge step up aesthetically from previous megawads. It also has character. The gameplay, for what it's worth, is done in a similar vein. It feels like a megawad.   But it's also vastly outdated, and its gameplay and even functional level design is no longer on par.

      It's absolutely fine if you enjoy it anyway, I know I do. But if you are completely new to this, do enter the dungeons with open eyes.
    • 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 be praying to the RNG gods during that Xth quickload as the entire thing devolves into an endurance test.
    • 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.
×