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Fiendish.WAD

   (7 reviews)
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About This File

It's going to be one of those days. Once you get a chance to enjoy the hospitality of the welcoming commitee in this level, the warm receptions you will receive from the inhabitants of these fiendish halls will go downhill. Consider this level as a Gothic exercise in wariness. Beware those empty rooms and reap the benefits from the incarcerated fiends.


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Erick

· Edited by Erick

  

There's definitely some ideas put into use here, but the result is rather sloppy. You start off with three teleporters in the first room, so going in blindly, I couldn't tell if I had to take one teleporter first or if I can complete the level in (almost) any order. To sum it up, you have to go through these teleporters in a linear order to complete the level, otherwise you'll be greeted by locked doors that serve as a reminder that you're going the wrong way. The level itself isn't overly confusing, but coming in the gauntlet room unprepared left a sour impression.

 

The majority of rooms are spacious and not very pleasing to look at. You'll see big open rooms with dirt and marble textures placed throughout, and aside of the pentagram room with Spectres and an Arch-Vile at the center, the map just boils down to dull rooms and hallways you can run past through. With good use of powerups, you can get by most threats without an issue. There's some bits of carnage, but the overall gameplay feels plain.

 

A little heads up, but when playing on a ZDoom port, the teleporters at the start of each area will teleport you to a random destination. That is because their lines are zero-tagged teleport actions, meaning they will teleport you to any destination placed on a zero-tagged sector. This can make the level more confusing to complete as you may end up in an area you aren't supposed to be at. When playing in vanilla, these teleporters will always teleport you to the start of the level.

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Guest

Unknown date

  
Pure slaughter, but fun. 2.5/5

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Guest

Unknown date

  
Some fun areas.

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Guest

Unknown date

  
It's quite challenging sometimes, though you're provided with plenty of goodies and ammo. Optically, this early map is no masterpiece, but better than most maps from that time. Nothing special but a nice fun.

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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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