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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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Guest

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 Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
    • By Summer Deep · Posted
      Played on UV, GLBoom+   This is a very decent map for its era, but is not without its flaws. Plenty of enemies and traps, but more than enough health, armour and ammo to deal with them. The trickiest bits are the section near the beginning, where a couple of the chaingunners appeared to be able to shoot through solid barriers, and an 'infinitely tall' imp can cause problems, and the encounter with a couple of archviles later on, which needs to be dealt with promptly and effectively.   The lyrically-related puzzles are an interesting element and work pretty well. The elevator device near the end is clumsy though - it takes an eternity to go up and down, and the situations it engenders are predictable and tame.   If you want to experience a more challenging and polished map by this author, try his later Hidden Mountain Factory wad.   Around 65/100 for this level though.
    • By pritch · Posted
      I can't in all conscience not give Sunlust 5 stars.   This was my first run through, I'm late to the party but don't have as much time for Doom nowadays. But if something like this were released every week, I'd probably never play any other game again.   I've gotten so used to playing such great maps and megawads created by this community that I can honestly say commercial games routinely feel lacklustre in comparison. And these are free - the best things in life truly are.   Sunlust isn't perfect. I dislike the glut of killed-to-end maps in the late teens and twenties - I think once an episode is enough to rebuild from a pistol start, especially when most of the weapons are given to you anew quite quickly due to the difficulty. I do get it though - the mappers want that BFG back at times, to force you to do it the hard way. I personally don't like too many maps that prevent you backtracking for health or armor that you save for later. Some of the later maps are, in my opinion, a bit too hard, and a bit too hit-switch-for-slaughter, too soon. Some of them are only average for design and visual appeal and I dropped below 60fps in places with a relatively fast CPU.   These, though, are minor niggles in context. This is a great mapset, and in particular one of, if not the best map 30s I've ever played. Map 30s are usually so constrained by the need to have a demon spitter - it's just not a very good final boss and we've seen every variation on a demon spitter map under the sun now. Far better to do a grand set piece finale with a four figure monster count - and that's what we get here. The final arena when the lost souls spawn above the main battle is visually one of the most impressive experiences I can remember in years of playing thousands of wads. It's not just the final arena - the entire map has a deeply impressive and imposing ambience and deceptively simple yet awesome architecture. It was a fitting end to a great set.   Too many good maps to state them all. I guess a special mention to map 13 - I love the flow and feel of this one, and it has a banging track. The music is very good throughout, and feels tailored to a lot of the maps. They modified one of the PSX Doom tracks for map30 and it is just perfect.   4.9/5 then - I wish they'd do it all over again...
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