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TOONS FOR DOOM 2

   (70 reviews)
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Sequel to TOONS FOR DOOM. More latter.


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Boomslang

  

holy fucking shit, was this made by some schizophrenic furry or something? why do the enemies spew quotes from movies, why is THE FUCKING STARSHIP ENTERPRISE AN ENEMY!? most of the sprites are unfinished and crappy, the level design is boring and bland, It's like somebody copied and pasted my first doom level over and over again for 3000 maps. i could only get to level 10 before i had enough.

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Gato606

  

Gotta take in count the effort put on doing this

Just one big let down... why, why the hell Tails is an enemy?? :-(

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funduke

  

This turns the game into a third-person shooter with a fox as the main actor.

It also adds cool sound clips.

 

I give it five stars, because turning the game into a third person shooter by just exchanging the weapon graphics is cool and works very good.

It's not that i stay with it for a longer time, but it has my intellectual respect!

 

Greetings

Funduke

Screenshot_Doom_20200705_081719.png

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Sir Hattington

  

Warp to MAP32, enable noclip, and walk forward.

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joe-ilya

  

A furry Doom mod & megawad.

You play in a pseudo-third-person perspective of a shirtless red fox, you can see the character attacking in various, entertaining ways, such as scratching its back on a rake, or kissing a bunny while reloading a shotgun. Though I don't understand why the plasma gun is a worse chainsaw.

There's a lot of detail in the drawings, they're all cleaned up, coloured and animate nicely, but the inevitable low Doom pixelation at the time makes it look really rough at times, especially with smaller sprites such as the hud mugshots.

 

The maps are mostly extremely small and inoffensive, though a couple of them are big.

They look like the author's first attempts at maps, and I gotta say, they're better than my and other's first few maps, there's a ton of experimental level design going on; cities, jungles, ships, trains, theaters (with fully animated little movies) and even a studio with props and a movie shooting going on, it's all very abstract, but I found that as striking design that way.

 

There's a lot of gory drawings and animations that resemble a lot what the author went to work on afterwards, most notable example being the Jack webcomics, which also feature a lot of gory and hellish furry drawings, but more serious.

MAP32 (a super secret map) has a super hidden secret that the author wanted to hide, due to its offensive nature, but hey, I see that's all the rage at the rest of the reviews here, but just you know, the rest of this wad is pure carnage.

It's a bit of a shame that this was kind of ahead of its time, if ZDoom would've been properly made, this guy could've made the animations more fluid, and used resizing to make the art not as compressed.

 

Overall, I found the mapset to be fun, the gimmicks were decent, maps don't look too shabby and the dehacked weapons were entertaining. There are a couple of unplayable maps if you pistol start, but when the mappack has 32 unique maps, it's not much of a burden.

I'm interested in seeing TOONS FOR DOOM 1, even if it's supposedly worse.

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yakfak

  
i personally want to see as many cartoon animals fucking in Doom as can be fit into the genre

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Combinebobnt

  
Furry wad. A few maps might of had a good idea or two at least.

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Guest

  
Quite cartoonish mod. Its main problem is not its, sorry, overall childness, but when being played with ZDoom, the fact that after having got the hammer (chainsaw), changing to another weapon freezes not only the fire button to off, but also it isn't possible anymore to change the weapon. Which makes further playing useless. 1 full * for the effort which clearly has been put in this.

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Guest

Unknown date

  
Utter crap.

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Guest

Unknown date

  
That was so f***ing annoying lisining to many voices at once! "I'm sorry to report that your sons are dead because they were stupid." "Captain we are being hailed." OMG SHUT UP!!!!!!!!!!!!!!!!!! !!!!!!!!

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Guest

Unknown date

  
Legendary as fuck.

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Guest

Unknown date

  
*barf* I may be a furry fanatic, but still, this is another big pile shit that I suffered through! -dljosef

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Guest

Unknown date

  
what the heck?

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Guest

Unknown date

  
I...ah....really don't know what to say about this. The grade should speak for itself. 0/5

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Guest

Unknown date

  
This is vomit, the quality of the images are barf. It's fugly. This is vomit. bcdm2.zip is actually better than this. ~0/5 for 0 fucks.

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Guest

Unknown date

  
*yawn* VOOOOMMMIIIITTTTT! *yawn*

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Guest

Unknown date

  
man... 2 stars... no more to say... -MCco

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Guest

Unknown date

  
This is so bad, even the furries hate it.

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Lizardcommando

Unknown date

  
This wasn't very fun to play at all.

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Guest

Unknown date

  
I think it be better with just Tails.

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Guest

Unknown date

  
good wad

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Guest

Unknown date

  
It was ok,but why the hell did that kind of secret be put in the game? shouldnt this be in the nwsf area?

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Guest

Unknown date

  
What. 5 stars just for effort. -heh man

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Guest

Unknown date

  
it's pretty good if you play with the lizard squad mod but other than that it's pure crap

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Guest

Unknown date

  
I'm working on better crap than this, and I'm not very impressed with what /I/ have generated ATM. Toon2b is straight out vomit. 0 out of 5.

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  • File Reviews

    • By Obsidian · Posted
      This is a bit of an interesting one to revisit for me: Whispers of Satan was a mapset I played fairly early in my mapping career and it's influenced my approach to level construction and visual design more than I initially realized. At the time I ran out of steam around MAP22, but recently I decided to take another stab at it and finish all the levels. Which I did! Having done so, these are my thoughts.   Gotta start with the big one: Whispers of Satan is a damn good-looking mapset. Excellent texture usage and attention to detail were big draws for me when I first played this years ago and I ended up mimicking it a lot in my own work: to some degree I still do, honestly. Maps like MAP10, MAP16 and MAP28 stand out as particularly good examples of this school of design, with all the detailing work coming together to craft an excellent sense of place. This is bolstered by the custom soundtrack, which has some absolute bangers in it (in my decidedly unmusical opinion :P).   I also gotta shout out the fact that Paul and Kristian undeniably had fun putting this together, as can be evidenced by the silly little easter eggs and gags that are present throughout. There's the secret and super secret maps of course, but you can also spot a little bit of silliness in the main lineup and it's a touch I appreciate in the way that it gives a mapset life and charm. Again, it's something I was inspired by in my early mapping career and you can thank WoS for any gaff or joke you find in my own maps.   There is however an elephant in the room that I have to address and that is the map design itself. Other reviewers have pointed out the excessive symmetry that plagues a lot of the map architecture, but there is also a general sense of formula that can wear on you as you progress through the megawad: by the time you're in the final third of the main block of maps, you can distinctly see them falling into the same gameplay pattern and it starts chafing in a big way. MAP25 and MAP29 are two big culprits in my eyes, but there are plenty of early maps that follow the same formula and get a pass simply because of their placement in the megawad and (relatedly) the length of those experiences. This formulaic approach also creeps into the gameplay and monster usage and serves to make the latter half of the megawad something of a slog to get through, which explains why I didn't progress past MAP22 all those years ago.   I ain't gonna say that it doesn't deserve its Cacoward or anything though: I can appreciate the work that went into creating Whispers of Satan and the influence it had on what came after. It definitely has its flaws and as a gameplay experience it doesn't really hold up, but I can still admire it as a piece of Dooming history and I wouldn't be the mapper I am today if it didn't exist.
    • By Walter confetti · Posted
      Take a shot at this editor on dosbox and it's pretty impressive for such a old editor! Pretty easy and competent program, looks like a ancient version of the most popular Doom Builder editor.
    • By Maribo · Posted
      Heaven, with a blue coat of paint.
    • By JudgeDeadd · Posted
      A 10-minute long map with fairly unremarkable gameplay. As is the case with many old maps, its main strength is the visual variety of the different locations. Still, there's not that much in terms of exploration or branching paths; a good part of the map is just going from room to room and shooting at the anemic groups of monsters. Not terrible, but not a classic. 
    • By Dexiaz · Posted
      A surprisingly good map (especially for the date of release), which is actually a regular Doom 1 map with spicy content in kind of "secret" areas. The funny thing is the difficulty due to the readme info. Play it on UV, today it's a pretty easy map for Doom players.
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