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KZDoom Series.

   (19 reviews)
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A castle has been taken over for use as the Demon base.


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JudgeDeadd

  

Has a few interesting battles. The valley scenery is nice, albeit getting blocked by the trees is annoying. Suffers a bit from an overuse of ZDoom features.

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Kingpin3

  
Exellent

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Guest

Unknown date

  
Not one of Keslers best. 5/19/07

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Guest

Unknown date

  
nice.

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Guest

Unknown date

  
Kurt Kesler? Gotta be legendary.

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Guest

Unknown date

  
Anything mapped by this man is amoung the very best.

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Guest

Unknown date

  
Fucking awesome stuff!!!! 5/5

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Guest

Unknown date

  
4/5. Ever consider piling all of the KZDoom maps into a single WAD? Might be worth doing.

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Guest

Unknown date

  
Quite interesting. I'm not necessarily a fan of large outdoor levels, but this one was a decent one; I sometimes felt a bit lost, but never for long.

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Unknown date

  
Good lucking map, but the enemies are a tad thin, and the over-abundance of ammo makes it too easy to just blast away without much thought for strategy.-GreazyShor ts

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Guest

Unknown date

  
Fair.

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Unknown date

  
Horrible.

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Guest

Unknown date

  
Not bad, I guess.

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  • File Reviews

    • By Roofi · Posted
      "The Secret Energy" is a moderately difficult Death-Destiny inspired map happening in a surrealistic base located in natural landscapes. As Black Room , I loved the mystic ambiance  and the proper detailing. Also , this map offers a lot of exploration thanks to the semi-linear progression . Finding the secret area was exciting.   The level reminded me a lot of Elysion , especially the beginning where a timed battle occurs.   If I can compare DD's maps with Paul977's ones , I have the feeling that Paul977 create fairer fights in less cramped layouts. So , I think P977's maps is a good way to initiate yourself into Death-Destiny's style.   Here are my stream with the successful attempt (No micro) :     My demo : Energy_3034.lmp
    • By Roofi · Posted
      One of the most iconic DD's maps because of its extreme difficulty. No Chance consists to explore a non-linear large red cave housed by a thousand of viciously placed monsters. A lot of unpredictable deadly ambushes await you and DD gave you few items to let you survive.   No Chance is a masterpiece and a must for maxxers looking for sadistic challenging maps. As go 2 it or Playground from HR2 , No Chance showed how hard a doom map can be. This map was released 10 years ago but aged very well contrary to many hard maps and still need a lot of skill and patience to be finished.   Here is my UV saveless Demo (maybe boring to watch but whatever !)   DEMO
    • By Kapanyo · Posted
      Pretty insubstantial, but charming nonetheless. It's basically a one-minute traipse through some large pitch-black corridors with ghostly wailing coming from everywhere. I'll admit there was a bit of tension when I walked into the dark room and didn't know what monsters were in there since all the sounds were replaced with that wailing but - spoiler alert - there are only Spectres in the level. Otherwise, for its time, it's a pretty entertaining WAD for a minute and I like the narrative it's trying to tell.
    • By Stale Meat · Posted
      Incredibly simple, really short, rough around the edges, and very unorthodox. Despite it not being much of anything, the level still managed to stick out enough for me to remember it among the countless other levels included on those D!Zone CD's. For such an early map the idea it is trying to convey is played out surprisingly well.

      Just like the story text says, you fall down into Hell to grab some magical armor to escape with. The escape of course being a convenient blue skull inside the armor you need in order to open a lift out of the dark canyon you end up in. The fact that there are far too many spectres to actually kill does help lend to the need of urgency in getting out, combined with their new sounds and dark lighting. It really is a pretty interesting idea overall.

      And unfortunately there isn't much to the map beyond this idea. You can finish it in a matter of minutes, with half of it falling down ledges and into teleports to simulate you going deeper into Hell. All of this of course combined with the typical issues of such early Doom maps (texture misalignment, simple and jagged sectors) leaves the actual game play much to be desired.

      Overall it is an interesting way to execute a cool idea within vanilla Doom, although alone it is not nearly enough to justify a level. Would personally give it a 2.5 (rounded up to 3 for personal fondness) out of 5 considering you go into it with 1994-levels of expectations.
    • By Maximum Matt · Posted
      The most beautifully shite map ever created.  
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