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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 Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
    • By Summer Deep · Posted
      Played on UV, GLBoom+   This is a very decent map for its era, but is not without its flaws. Plenty of enemies and traps, but more than enough health, armour and ammo to deal with them. The trickiest bits are the section near the beginning, where a couple of the chaingunners appeared to be able to shoot through solid barriers, and an 'infinitely tall' imp can cause problems, and the encounter with a couple of archviles later on, which needs to be dealt with promptly and effectively.   The lyrically-related puzzles are an interesting element and work pretty well. The elevator device near the end is clumsy though - it takes an eternity to go up and down, and the situations it engenders are predictable and tame.   If you want to experience a more challenging and polished map by this author, try his later Hidden Mountain Factory wad.   Around 65/100 for this level though.
    • By pritch · Posted
      I can't in all conscience not give Sunlust 5 stars.   This was my first run through, I'm late to the party but don't have as much time for Doom nowadays. But if something like this were released every week, I'd probably never play any other game again.   I've gotten so used to playing such great maps and megawads created by this community that I can honestly say commercial games routinely feel lacklustre in comparison. And these are free - the best things in life truly are.   Sunlust isn't perfect. I dislike the glut of killed-to-end maps in the late teens and twenties - I think once an episode is enough to rebuild from a pistol start, especially when most of the weapons are given to you anew quite quickly due to the difficulty. I do get it though - the mappers want that BFG back at times, to force you to do it the hard way. I personally don't like too many maps that prevent you backtracking for health or armor that you save for later. Some of the later maps are, in my opinion, a bit too hard, and a bit too hit-switch-for-slaughter, too soon. Some of them are only average for design and visual appeal and I dropped below 60fps in places with a relatively fast CPU.   These, though, are minor niggles in context. This is a great mapset, and in particular one of, if not the best map 30s I've ever played. Map 30s are usually so constrained by the need to have a demon spitter - it's just not a very good final boss and we've seen every variation on a demon spitter map under the sun now. Far better to do a grand set piece finale with a four figure monster count - and that's what we get here. The final arena when the lost souls spawn above the main battle is visually one of the most impressive experiences I can remember in years of playing thousands of wads. It's not just the final arena - the entire map has a deeply impressive and imposing ambience and deceptively simple yet awesome architecture. It was a fitting end to a great set.   Too many good maps to state them all. I guess a special mention to map 13 - I love the flow and feel of this one, and it has a banging track. The music is very good throughout, and feels tailored to a lot of the maps. They modified one of the PSX Doom tracks for map30 and it is just perfect.   4.9/5 then - I wish they'd do it all over again...
    • By yourusernamee · Posted
      the whole package is pretty great. the progression of themes, the music, weapon and enemy replacements. i'll remember this one for a long time. 
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