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CHAOS PUNCH

   (3 reviews)
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A Doom I style level where you mostly use the berserk fist!


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Unknown date

  
This is from April 2001, although it feels older. It's a Tyson-style level. I've always loved the berzerk fist, because it's so gratuitous, you can punch people into piles of goo. Unfortunately the map is a flop, an angular and undetailed 1995-style disaster that's basically a slime maze, with 55 mostly weak monsters. There's only one big fight, against a crowd of about a dozen imps, and the final battle is a cop-out because you get a rocket launcher.

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Ugly and simple design, but VERY original!

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Not bad. This is not the first "minimalist" Doom wad where you have to fight barehanded most of the time, but it's a fairly interesting bit of combat with some diverting puzzles. Besides, it's just plain fun to punch out the bad guys and normal levels just don't give you quite enough opportunity to do so. :-)

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings: - GLBoom+ 2.5.1.4. complevel 9.
      - Ultra-Violence.
      - Continuous combined with pistol start mindset. Pistol starts in maps 05, 10, 11.
      - Saves every 5-10 minutes or so.   A partially cool map collection from various people. It revolves around the same old story about a newer demon invasion, in this case they corrupted an underground base and spread all around the territory, turning every nook into hell. The maps sort of follow that narrative through the visual design, that at least from the second map and beyond, since the first level is simply an introduction. There are plenty of hellish neat-looking techbases to explore either on surface or underground, including one level in a Quake style with dark rusted metal textures. In combination, some maps present an Inferno-ish look with marble/red/rocky structures and lots of flesh to step on. I dig the latest two in particular, with exclusively clean visuals and great usage of fireblu for portals. The deep blue sky fits in about every single map, giving each an extra touch of spookiness. Well, and a subtle TNT vibe, or maybe that was because of some of the music selections. I really liked the midis in map 10 and 11, too bad there is no information in the text file about them.    As far as authors styles, it's a varied compilation ranging from traditional easygoing combat to series of lethal encounters, and some peculiar setups involving environmental hazards. I would say, gameplay-wise, the further I got into, the better it turned, mainly because the first half seemed to show the more experimental side of the wad, where the pace is kind of a rollercoaster, and some choices felt tacked on. I mean, the opening map is already questionable, just a dull switch hunt on a quasi-deserted island, not to mention the copious invisible barriers. Printz's map 04 is perhaps the largest and weirdest one. It has a lot of gimmicky ideas, including an outdoors fight where the player's affected by wind, which I wasn't very sold on, aside from slow and unclear progression. On the other side, Craigs' and Stewboy's are peacefully linear and simple to comprehend, and the two by Death Destiny and Butts are as wild and engaging as hitscan-centric maps go, without ever turning into annoyance, unless that's not your thing. The second half of the wad is the section I found more of my taste, aside from having mixed emotions about the last level. The seventh map was a nice short appetizer, and I enjoyed a lot the entries by Icecreamsoldier and Dutch Devil, with an ultimate hitscan hell touch and secrets research. While the increase in difficulty is gradual throughout the wad, the pinnacle might come as a slap in the face to people not used to that particular style in the last two D-D maps, like myself for example. The final map is about tight setpieces involving at least one archvile after the other, while you run around naked (no armor) carrying your SSG. Sometimes there was an escape, and other times things easily went real bad in less than a second. I would suggest to take it on a lower skill assuming you urge a security pickup. His second to last map was actually more cramped, close to unforgiving with the bumpy architecture, but somehow I sorted it out with calm and joy. Guess that makes me a "Doom god"?. I'll pass.    Secret-wise, I had issues to find any in map 04, one of them wasn't even hinted at all. In map 10 I wasn't able to trigger one of them, probably due to the sector being too small. Other than those, well, depending on your gameplay styles, you might be able to ease up the majority of the mapset if you commit yourself to explore every nook, not that I'm really in favor of the whole idea to be fairly honest, but the design of the status bar misled me. I would suggest to take a good look to map 05 via iddt, just to check some hidden stuff that are out of reach for reasons unknown... Anyway, favourite maps are 06, 08, 09 and 10. The others varied from fun to dull and everything in between.   Overall, Dark Resolution 2008 was, weird, but nonetheless very interesting, save for a few cases. If you're looking for mapsets with varied content, or a die-hard fan of the double barreled, this could be a good place to stop by. My rate is 6/10.
    • By Gaia74 · Posted
      i played this in tardgold, beatiful wad
    • By BaraKornel · Posted
      It's great fun. I killed the Cyberdemon first try, 1% Health.    
    • By Gaia74 · Posted
      Excellent map, but the ammo is scarce, is the unique problem, another i dont see   the final boss!!!, i love it, the theme and he himself make me create some years ago a powerful boss, the dark lord of my wad of monsters   is great, but hard   4 stars
    • By whirledtsar · Posted
      What a shame. The atmosphere and visuals of this wad are very well-done and are perfect for me, a big fan of the game Blood. But unfortunately the actual gameplay is a huge letdown. It's just not fun. You're given so little ammo that even if you begin with perfect aim, you'll undoubtedly run out and be faced with hitscan cultists and zero ammo. So you need to use the pitchfork on the poisonous enemies in the beginning (unfun) to have a chance against the cultists later on. This sums up the entirety of the mod's progression. You need to take EXACTLY the right path and make EXACTLY the right moves or you will be fucked. Which is really stupid since the city is so non-linear. It's punishing players for exploring. Just started exploring the city and feel like checking out this warehouse? Nope, here's two mini-bosses you couldn't possibly defeat at this point! How fun. And also due to this non-linearity, one is liable to get lost, trying to find the way to progress or remember exactly where to backtrack to.   Some would say "it's supposed to be ammo-starved & punishing like Blood". Well really only the first few levels of Blood are ammo-starved, for most of the game you are given a reasonable amount of ammunition. Which is good, because running past enemies like a headless chicken or making painstaking effort to melee them is not fun.
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