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Jägermörder - 01 Chemical Lab

   (34 reviews)
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About This File

I guess I gotta write a story.. argh.. Basicly the hellspawn have invaded earth again, this time in the Colorado Rockies (not a fan of the team ;)... the military sent you alone because they cannot afford any more casulties after the previous wars with hell... you're resumé also helps you get the job. :) A few days back the UAC base radioed in that the computers were acting weird, such as programs closing down for no reason... the UAC hq just dismissed this since Microsoft was the dominant maker of most of these programs... the scientists and soldiers at the base were never heard from again and satelite scans reveiled the enemy (Yes, in this story the scanners actually pick them up!) Inside the base there's teleporting technology which must be how the minions of hell got back on earth.. you must find this teleporter and use it to transport to the source... Hrm.. wasn't too bad for my first storyline :P


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Guest

Unknown date

  
Solid map. Not as good as the new Jagermorder 2, but a good blast nonetheless 4/5

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Guest

Unknown date

  
Not a bad little map. I'm going to keep this one. I always did like the moon base theme. 3/27/07

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Guest

Unknown date

  
This is a short but intense map. The layout isn't too complex, but it's all looking quite nice. And it offers a good challenge, especially with a hectic Archvile fight near the end. 4/5 -Milian

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Guest

Unknown date

  
I found the fights average. A RL should be provided against the fatter demons.

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Guest

Unknown date

  
I too must say this is nice looking but nothing special combat-wise, if played with a bit caution it´s actually a pretty easy map, but the progression is well done, nice second secret too. But still, something is missing. 3/5

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Guest

Unknown date

  
Looks great, but nothing special.

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Guest

Unknown date

  
A very high-quality map indeed, but somehow it doesn't excite me too much. I'll assume that's my fault and give it five stars anyway.

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Guest

Unknown date

  
Little e1 styled map, detailed. Lots of sg action for aiming learning =). Good traps here and there. Before the YK door gameplay becomes repetitive with barons and more barons :P:, Ssg fest just that :P. Average+

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Guest

Unknown date

  
Utterly boring ssg fest. 3/5 - Belial

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Unknown date

  
A good-looking map that doesn't quite make the mark in terms of gameplay. Just a walk through a base without many options as to how to approach a fight... makes it feel redundant. 3/5 -Snakes

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Unknown date

  
I'd give it 5 stars except that he made this require Boom to accomplish things that could have been easily done in vanilla. **** -sargebaldy

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Guest

Unknown date

  
Considering its time frame it´s a decent map that will provide 10-15 minutes of fun gameplay. Good architecture bits and a very clean layout. Difficulty increases as the map goes and turning into a very repetitive battle with big demons towards the end. If played slowly won´t give any trouble with the possible exception of the arch vile. 3 Stars.

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Guest

Unknown date

  
Looks good. Very easy. 3/5

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Guest

Unknown date

  
whoa man this is legendary 5 stars-Tango

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Memfis

Unknown date

  
Looks pretty nice but aside from a few traps, the monsters just fill the space rather than put you in dangerous situations. Not too bad for one playthrough.

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Guest

Unknown date

  
5 red communist stars

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Guest

Unknown date

  
This is a short but intense map. Are you kidding? Anyway this map looks good but the gameplay completely SUCKS. Really it's just a tedious SSG killfest. 2/5 for boring me

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Guest

Unknown date

  
While it doesn't hold a candle to the grandness of its sequel, this map is still stellar in every way. 5/5

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Unknown date

  
This is undobtedly a great map, but I must restrict it to 4/5, because JM2 is just SO much more.

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  • File Reviews

    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
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