Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

CAVALEIROS - MACAÉ/RJ BRAZIL

   (16 reviews)
Sign in to follow this  

Guest

2 Screenshots

About This File

You are on a city called Macaé, on state of Rio de


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Guest

Unknown date

  
Sucks. Nice design, but monster placement is terrible.

Share this review


Link to review
Guest

Unknown date

  
so are you

Share this review


Link to review
Guest

Unknown date

  
Fun to IDKFA at the start and attempt to clear the level building by building, step out too far into the street and you're very dead though. Alternatively run up and down in the sea and watch the gigantic infight. The level is nicely made, hardly any custom textures, and it takes skill to make a convincing "city" without them, you can more or less tell what everything is representing, and it really has a sense of place. One to explore on -nomonsters if you're not interested in an endless killing spree

Share this review


Link to review
Guest

Unknown date

  
The music was cool, and its a neat idea: running along the shops next to the seawall, but is that a picture of you in the opening screen trying to look bad? Ha-ha. Tool.

Share this review


Link to review
Guest

Unknown date

  
The level looks pretty cool but I hated the monster placement. It seemed really noobish. Wtf is up with the cyberdemon in that tiny ass room?!

Share this review


Link to review
Guest

Unknown date

  
"There isn't any editor able to move the whole level". Did you try DoomBuilder, guy?

Share this review


Link to review
Guest

Unknown date

  
I liked the design. I agree with horrible monster placement. 4 stars.

Share this review


Link to review
Guest

Unknown date

  
A map with high replay value which is needed as you'll die often. It's all about finding a route to the weapons and powerups while the monsters are chasing you. Gameplay is excellent, this map gives me an adrenaline rush. Monster placement might seem crude but it turns out to be sophisticated. 5 stars coldfusio

Share this review


Link to review
Guest

Unknown date

  
Good try, nearly excellent :) If you want gameplay playtesting I'm sure some of dw's finest can help. -pritch

Share this review


Link to review
  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • 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.
×