I remember when I first tested this. The first level was really promising: a sweet-looking mountain techbase with a distinct visual style and a fun game play (I'm weak for some well placed barrels). Second was almost as good. Then it started to get heavier and visual style changed to temples and stone which is my least favorite so I put the WAD on hold for a second testing.
And I'm glad I tested this again now because the remaining levels are also really well made. Some of the temple levels get a bit too switch-hunty but at least most of the buttons did something within the same area and you didn't have to wonder if something opened at the other side of the level. The library level had some nice puzzles with switches that opened other switches that lead to secrets within secrets. There was usually at least one thing in most of the levels that made them stand out. Like in MAP09 the caged circle with the toxic moat and sequentially raising platforms was a neat trick. The last map was a great finale for this disjunction of levels, a beautiful icy outdoor map with a huge tower you had to climb to beat the game. And there's always something pleasing in killing hundreds of Cacodemons in vast open areas. The sight of them dropping one by one makes me feel warm and fuzzy inside.
Like another reviewer said there's one showstopper bug in MAP09. Red skull key is not in the map for skill 0 and 1.
And I know this level is not designed for coop but on MAP10 you can make the middle area inaccessible in coop because of bars that raise to block entrance to the area.
My rating: 4.1/5
Giving 4 stars while being somewhat generous. And here's why:
This is part jokewad and part vignette style combat (leaning towards slaughter among other things). At times this wad is competent at either of these things, other times I really felt like the joke has been pushed way past the point of breaking, hence way past the point of being funny for me personally. Everyone's sense of humor and its limits are different, mine is unfortunately not suited for the kind of mockery that happens here at times. Simply put: This megawad is not for everybody.
I love me some "bizarre" stuff, but if you put me in an elevator shaft that takes more than just "a few" minutes to reach its destination... Sorry, these things are not quite my cup of tea.
Jokes aside, there is some fun stuff in this set. Usage of scrolling floors not only for the purpose of voodoo doll scripting is something I have a soft spot for, punching the everliving crap out of a cybie is rather enjoyable as well, telefragging a bunch of stuff while memorizing which teleport pads have been used was also nice. In short: There is some creative stuff here that I thouroughly enjoyed.
I'd recommend playing this with liberal use of IDCLEV in mind, because you may stumble upon something that you have a good time with.
An quality fan-made continuation of TNT.WAD. Completed it for 12 hours totally.
MAP15 and MAP28 along the favorites.
Final bosses is interesting, though it can be rushy sometimes. I played with PSX sounds wad and did not noticed boss death sound, cause it shared same sound with PSX arachnotron.
The level is of detailing is very high. Sometimes even can not believable, what this can be done with vanilla limitations.
Skyboxes are one of the best what I saw in other wads.
What I don't like is some maps is just out of place, like MAP27. One more disappointment about they pulled out Europa/Lithosphere from MAP32 slot. Hope we can see them in another related projects.
Also you can see the real name of cyberdemon at the cast screen :)
yep, this is a huge-as-fuck map alright. you WILL get lost in this one, but thankfully not to the point that it becomes unplayable because thankfully, it fully is playable. it's just very cramped in a lot of spots, especially in the first few levels. what's best about this level is that it does get to be a bit more open later on. the combat isn't all that tough despite being cramped in most spots, and i managed to find all 23 secrets on my go. it was much harder to get 100% kills though, but worth it in the end. i actually think using automap markers for a map like this will help players immensely too.