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BF_THUD! v2.1 (ChrisK for DOOM ][)

   (29 reviews)
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purist

  
Small, mainly high concept maps that follow a similar theme to Doom II but are by large trivially easy. Mazes, bizarre design desisions and unrewarding switch hunts occasionally marr what is otherwise harmless fun if you don't take your Doom too seriously.

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Guest

Unknown date

  
I'm glad this has become more or less obscure with time. This type of level can die in a fire. If you don't really like playing Doom but have a fetish for switches and like being thrown around by teleporters or getting killed by traps, this is for you. It can be useful to get some ideas from the mechanics to put in a better set of levels, but that's it. It's just a big "examples" WAD, as far as I'm concerned. [2/5] ~Chain Mail (09/2010)

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Unknown date

  
^What he said. If you're looking for an underrated '95 megawad, then go play Cleimos 2 or Mars War. This is just way too tedious.

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Guest

Unknown date

  
Played through the first few levels. I don't care if it's '95, some '94 ones are better too. First off, big open areas with needless switches and boring level design. 2. AVOID. ~That guy over there

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Guest

Unknown date

  
29 compact maps which often involve switch puzzles or evading nasty traps. Don't be disappointed by the rather simplistic level design, considering it's a WAD from 1995. All Klie maps from the "Lost Episodes of Doom" can be found here, most of them being improved by the transfer to Doom II. The final map still feels like a bad joke, though. You should still play this at least once since it's considered to be Klie's "Magnum Opus". 4/5 - NightFright

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Guest

Unknown date

  
thumbs up if DW Megawad club brought you here

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_bruce_

Unknown date

  
Awesome set that represents a nice mixture of simplicity and abstract design. Love the visuals.

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Guest

Unknown date

  
Ahh this map made me pop a boner, great stuff!

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Guest

Unknown date

  
Wow!

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Guest

Unknown date

  
Many of the maps look like their names and the design/architecture is remarkably smooth for early '95. 3.5(4)/5 upped to 4.5(5)/5 for being an early '95 wad. Definitely worth looking at, especially for old school fans! -Brandon D. Lade

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kmxexii

Unknown date

  
Not all of Klie's maps from the Lost Episodes were converted to BF_THUD, but if I had to guess, he copied over the maps he felt had held up the best. Maps can be hit or miss but many of the originals are among Klie's best, and they're all pretty small, so they don't linger.

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Guest

Unknown date

  
This is clearly a puzzle map, focused on tricks, traps and switch hunting, very few monsters and ridicolous amounts of health and ammo. I guess it's OK if you're into that kind of thing, but nowhere near as wonderful as several reviewers claim it to be. Mapping however is more than decent for 1995, but some levels contain certain errors like stuck monsters. Also the statement about map 29 must be a joke... 3/5 -Maes

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Guest

Unknown date

  
Short maps that focus more on switch hunting, and puzzle solving then killing tons of monsters.other then it being a little different then most wads it is just an average map set. 3/5 Mal.

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NuMetalManiak

Unknown date

  
vintage megawad, some neat stuff, although some questionable switch placement. all in all it's pretty fun.

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Guest

Unknown date

  
This is a beautiful set of maps that actually capture the original feel of Doom. The author's level designs are amazing, especially given the time this wad came out. Definitely worth checking out -- it's one of my personal favorites. --Blackheart Lee

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Guest

Unknown date

  
An okay megawad for today; well above par for 1995. Worth looking into, surprised this missed the top 10 of that year, though it's one of the more obscure releases.

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Guest

Unknown date

  
Very mediocre.

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Guest

Unknown date

  
Among the most underated WADs i would believe (not surprising considering the fact that most WADs from that era were really bad). Even by todays standard this is a very, very pretty and proffesional set of levels. The author must have spent a long, long time on this. Used to play this a lot back in the day.

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Guest

Unknown date

  
Decent and very early megawad. And a little history lesson: this is by no means obscure - it was one of the most prominent releases at the time.

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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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