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

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dei_eldren

· Edited by dei_eldren

  

The map designs in this WAD are unique and decent to the eye, but what really sets this apart is the gameplay, involving a high percentage of time used finding switches - which are not particularly obscure or difficult to find, but results in a lot of running around.  For me, the combat is nothing to complain about, just solid incidental encounters, and in the eight maps that i played i didn't die a single time.  i also idclev'd to couple 'teenage' levels to see if anything would change, but everything seemed to be exactly the same in those.

 

The problem is i was basically done by map06, which is a good example, as the map has an interesting central section and four labyrinths to the sides - a good design conceptually, only it got very tedious.  Not because of the easy combat, but it simply became repetitive, 'oh no, do i really have to go through those same kind of labyrinths too??'  If the level design in general suffers from something, it's the copious use of symmetrical structures, and i also got tired of not knowing which part exactly was i in.  It would be fine in a level or two, but not constantly.  Even more frustrating, though, are levels in which you have to randomly run around looking for a new switch.  This kind of switch-hunting should only work if the levels were suitable for exploration, but these sadly are not.

 

i agree with an earlier reviewer who said that this is like an example WAD, many of these mechanics and ideas could be used in better set of levels.  The two stars are for the ideas and execution, whilst the missing three are for lack of variety and tedious gameplay.  Still, not a poor set by any standard, and i wish i could give it a better score for what is good in it.

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Argenteo

  

Fast small maps, funny tricks, damaging floor skating, some symmetrycal layouts. Author of 6 Master Levels 95'. 

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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 CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
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