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ChrisWAD v6.1

   (33 reviews)
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About This File

30 levels for Doom II v1.9 - 20 levels support all play modes, and there's 10 Deathmatch-only levels as well.

ChrisWAD also includes new sounds, music, graphics, a new monster (The Blob), and several changes to the existing monsters.


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Gato606

  
Starting from the point of you having the access to a WAD editor to get rid of the REALLY annoying sounds (who make this WAD look like a jokeWAD), there was some nice maps in the 10 first maps. From the 11 and on, I lost completely interest, since I have a big dislike of mazes, basically levels 11~16 are just mazes without any monsters, stopped playing at level 16

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Doomkid

  
90S OVERLOAD RED ALERT. Take most of those sounds out and you have a really good pack.

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NuMetalManiak

  
hah now this was a blast from the past (as in 2000). those were some shitty sound effects lol. some actually cool maps exist in this set.

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Flammable

  
Piece of fucking shit, nuff said. Flammable4444 05.09.15

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Guest

Unknown date

  
Solid wad. -- 3/5

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Guest

Unknown date

  
Average.

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Guest

Unknown date

  
I put a fire cracker in a bullfrog's mouth... this was legendary, funny and very imaginative. 5 satrs!!

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Guest

Unknown date

  
the sound fx were so jokes, I always use this wad.(2004) And it's still the funniest sfx mod ever. lmao (2006) - Xolzo it would be my pleasure. for you man. 5/5. in fact this means a lot to me because this was the very first mod level i played with zdoom too. 5/5, 5/5? how about (99999999999/5) i know where to go on dif pc's and i can vote this like 50 times lol.

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Guest

Unknown date

  
in the doom community's pursuit of refinement, something has been lost over the decades. this wad, and the era it came from, ended too quickly.

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Guest

Unknown date

  
Author has put out a number of worth playing levels in more recent times, these not so much. It definitely looks like a quantity over quality problem since his good maps are almost always single levels. It's not awful though...just meh. 2/5

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Guest

Unknown date

  
What the fuck is this, levels out of 1995?

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Guest

Unknown date

  
might be great but for those sh1t voices!! Couldn't stand more than 2minutes of that!!!!!! darn might have been a good wad this.....

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Guest

Unknown date

  
Nice smart wad. But voices are pretty annoying after a while.

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Guest

Unknown date

  
Nice maps, nice idea, nice creativity. Horrible sounds, horrible music, horrible menus. There is a couple of WADs with music from popular songs. That will make the game extremely weird. What? Hotel California? 3 Stars. Its still very playable without the sound. Just turn it off!

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Unknown date

  
The voices were hilarious IMO!

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Unknown date

  
I could only stand to play the first map of this WAD. It looks like the usual techbase stuff and doesn't bring the 'old Doomguy's house' idea across at all. About the sound effects: The reason the monsters in the original Doom do not say anything is because you hear their sounds hundreds of times PER GAME, and anything intelligible would be unbearably annoying within 5 minutes of play -- a principle the author of this WAD has failed to grasp.

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Unknown date

  
this is great stuff !! extremely creative, great "hellish" and "doomy" atmosphere, well designed and balanced levels. and I really love these voices / sounds. very very twisted :) worth every second of playing. *-Grieve-*

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Unknown date

  
5/5 for the Adam Sandler "One time I ate my neighbour's shit line"

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Unknown date

  
lol! 5 stars

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Unknown date

  
It's half-baked, not all the monsters got custom sounds. The levels are playable, but you got to make sure for what game mode. The map design is a little too serious to serve as a joke-wad. ~1/5 for effort

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Unknown date

  
Would be OK except for the infantile potty humor stupid voices!

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Unknown date

  
the sound fx were so jokes, I always use this wad.

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • 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.
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