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KILL!Zone II, Episode #2: "The Lust for BLOOD!"

   (15 reviews)
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About This File

The second episode in the KILL!Zone saga. It consists of seven large PWAD's. The maps are well constructed, with attention to; texture alignment, free from errors, game content, and playablity. Designed for serious Doomer's and those who appreciate a challenge, while having fun too.


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gaspe

  

Cool small episode with good looking levels and a mostly easygoing gameplay, but it has some tricky moments. The progression isn't straightforward and there are some nice ideas on display. I would recommend it if you are really into oldschool wads though.

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Guest

  
Completely ignore the reviewer above me !! This is GEM Check it out ...you will like it -Popsicleman313

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NuMetalManiak

  
this was actually bad. I was running around figuring out where to go next in most of these places, and the sounds were annoying. combat tends to give big weapons for big monsters though, so it's probably the only thing that might be worth it. but I'd avoid it.

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lupinx-Kassman

  
A bit better than the first part. Quite nice.

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TimeOfDeath

Unknown date

  
cool maps if you can get through map01

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Guest

Unknown date

  
Please note (in case anyone got the wrong impression from the above review): this is a *seven*-map wad, comprised of rather challenging and well-constructed maps, posing an interesting and varied experience (highly recommended).

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Guest

Unknown date

  
not bad

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Guest

Unknown date

  
Great fun, wish there was a killzone 3.

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Guest

Unknown date

  
This is a good level, although it's badly flawed. The map looks nice and there's a lot of action, and also a lot of health and ammo. It's not challenging but it is entertaining. Against it, there's an awful lot of switch and teleport hunting, especially at the beginning; you have to go back and forth between the start are and the outdoors bit several times, searching around to see what effect the last switch had on the environment. Apart from that it's very playable.

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Guest

Unknown date

  
Why do you make me running around and looking for your switches!?! I do not care for your hunt and seek! I wish to shoot devil men!

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  • File Reviews

    • 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.  
    • By Zalewa · Posted
      If you want something that looks uncomplicated but fair looking, easy but not uninvolved, non-linear but small, somewhat blocky but still good architecture and very quick to beat without ever saving throughout all 9 maps then this is your WAD. I played it, I liked it. Design themes stray towards the original E4, but are not exactly the same.
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