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Squonker2

   (12 reviews)
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A 32 level compilation of most every DOOM2 map I have made myself,


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Gato606

· Edited by Gato606

  

Pretty troublesome megawad, hard to say positive points about it.  To start, what is the need to put SS nazis in every map?  It doesn't make much sense.  There are two maps that are just a medium size square filled with very tall posts resembling giant trees, the maps are exactly the same in geometry and pickups, the only difference is the monsters put in them.  Same happens with the 2 swamp levels, 2 same levels (filled with big trees and scorched trees) with different monsters that for some reason slow as hell the game (I played it on Delta Touch -GZDoom3.4.1- on an Asus smartphone) making them also impossible to play.  Hard to enjoy megawad.  Not to mention the errors on texture alignments

 

Edit: Got stuck on the level with the "submarine" in a harbor with toxic water, there was a raising platform in it that was smaller than the Doomguy actor dimensions making it useless and only way to get out was the good "idclip" or enabling jumping.  On the recreation of Quake1 E1M1, you can get stuck in the secret at the end of the beginning corridor with an useless raising platform way smaller than the Doomguy, again used "idclip"

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NuMetalManiak

· Edited by NuMetalManiak

  

the name pretty much is an onomatopoeia of what kind of sound it seems to have been made when you load it up. in other words, it is incredibly mediocre, many maps have trees, barrels, some have boss shooters, and you get weapons and powerups rather quickly. some maps even redo off of old layouts, except these layouts aren't really that good anyways. standouts are the ones that look like forests (MAP04 and MAP16), both of which suck and are just hitscanner hunts with four unneeded secrets. Also the open space levels with loads of trees, damaging floors, and sporadic monster placement. there are even some levels that seemed like they were good (MAP23) but have some issues. some of the lifts don't even work right. you gotta test your levels before putting them on the archive, you know.

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Guest

Unknown date

  
Awful! 1 star!

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Guest

Unknown date

  
This was fun to play and quickly done. The maps are incredibly easy. Hardly any of them has more than 60 monsters and you're provided with tons of ammo, health and goodies. The quality of the maps is quite variable. Some are looking ok, some have errors, one even crashes upon loading (map 08). It was fun to play, but no serious fun. And I really wonder, what the compiler of these maps did to them, when he states that he'd "enhanced" them. 1.5/5 -Milian

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Guest

Unknown date

  
not that great.

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Guest

Unknown date

  
MAP01-06 were pretty average, worth s 3. Then comes MAP07. That map is a piece of shit in all aspects, and then every map after that gets worse. *** for the first maps -***** for the later. 1/5

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Guest

Unknown date

  
this is awesome. i was looking for one like this.

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Guest

Unknown date

  
why did he think that adding SS Nazis to every map would be a good idea

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  • File Reviews

    • By E.M. · Posted
      This right here is one of the oldest joke wads ever made, and its parodies of bad map design are still relevant to this day.
    • By SilverMiner · Posted
      The soundtrack is coherent thruout the whole
    • By LateToDOOM2020 · Posted
      No idea how this works Its doom magic!
      Very cool
    • By Philnemba · Posted
      Ok not going to lie, but I thought this shitpost megawad was made last year and NOT from February of 1998 which also technically predates the original Mockery wad by a few months 👀!?
    • By Catpho · Posted
      The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.   Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.   The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.
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