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Captain Mancubus

   (34 reviews)
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About This File

You are Captain Mancubus, and you want to kill Satan. You train for a while, then you teleport down to Satan`s Colosseum to get rid of him! Wait for a while at the title screen to see who did which levels.


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Unknown date

  
Great WAD!I really enjoyed the game and the music :)

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Unknown date

  
Pretty cool hub for ZDoom. The maps make good use of many ZDoom features, look good and are fun to play. There are a few spots that aren't so great, but not enough to spoil the set. I kind of wish they'd been a bit more careful making the player to mancubus change, though. Rockets look like mancubus fire from some angles and rockets from others, and the status bar still shows a human face.

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Unknown date

  
wow. cool idea, some tunes are great and overall this map rocks. Lacks a little bit on detail, and this will degree all the total score BTW 3.5 on 5 from Daimon

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Unknown date

  
This is, a most excellent piece of work; the person with the immature comment above mine, is an obvious 12 year old who doesn't know how to keep his impulsive comments under control.

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Unknown date

  
2 words describe this game : odd, short.

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Guest

Unknown date

  
Pretty Good.**** Stars from me.

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Unknown date

  
This is truly one of the best wads in the history of Zdoom, you haven't lived until you've tried it. It's got everything I've ever wanted to see, or play, for that matter. My only gripe is that human face in the status bar, but I never really use the status bar anyway. Anyway, I highly recommend this wad, go play!

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Unknown date

  
dispite the small bugs in a few of the levels the maps addup to a fun time 5/5

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Unknown date

  
Me likey, especially the music! 5/5 - Kirby

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Unknown date

  
Just a Meh in a very good way. Several different levels followed by an interetsing final boss makes this a fun experience. The original idea helps to add a star to the average 3. 4 out of 5. --prdarkfox

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Unknown date

  
Very short, buggy and nonsensical wad in which the awful architecture is actually one of the better parts.

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Unknown date

  
Potentially interesting mapset, but has overall simple map layout, a severe bug in mancuship, inescapable pits, invisible monsters, and important above all: gameplay just does not get starting interestingly. Map06 is even plain boring. Overall: meh for the gameplay + 1 for the effort = 3/5. BTW quote: 'This is truly one of the best wads in the history of Zdoom'. Dear fanboy, please take a look at the Cacoward winners, then you'll know how best maps look like.

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Unknown date

  
Cool.

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Unknown date

  
Buggy, sadly. :/ The Mancubi who greet you at the beggining will open fire on you after you beat a level, the status bar still shows a human face, the Mancubi cannons look like rockets, and some of the levels aren't so great. Otherwise, it's pretty darn good.

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  • File Reviews

    • 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.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
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