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Scuba Steve's: Action DooM

   (633 reviews)
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About This File

Action Doom is meant to try and bring back the run and gun feeling from the old 2D shooters like Contra and Metal Slug. In the tradition of such games there are no bullet weapons, only projectiles. And just like Contra every enemy and subsequently you, all have but one hit point, aside from bosses and mini bosses.

To make the game feel more 2D and less frustrating, you will never be attacked from behind, and the level is entirely linnear.


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RonLivingston

  
What would action doom 3 look like?

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Player Lin

  
NEEDED MORE ACTIONS!/5 :P -playerlin

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Guest

  
The sheer amount of custom assets and attention to fun, immersive details is undeniably impressive! Its unfortunate as I feel the gameplay itself is a little unbalanced - bullshit deaths abound. Its like those tough-as-nails NES games, I guess. 3 for gameplay, 5 for all the TLC that clearly went in.

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Guest

  
Blast from the past.

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havok2000

  
It's a pretty good gameplay mod with some nice design and fun gameplay, but it is ultimately overrated. I would say give this one a go if you are bored or looking for a cool new way to spice up Doom. 4/5 ~havok2000

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Guest

  
ACTION DOOM 3 PLZ

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Guest

  
Best WAD next to Brutal Doom - Andrey L.

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Guest

Unknown date

  
Yep, it rocks.

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Guest

Unknown date

  
holy rolie polie shit. this is fantastic 5/5

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Guest

Unknown date

  
Projectiles as weapons? coudn't be more retro, 5/5

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Guest

Unknown date

  
I am completely underwhelmed by this wad. Wasn't worth the download.

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Guest

Unknown date

  
I was blowed away with this! This is the FUCKING BEST GAME I've ever played!!! Fuck yeah! 5 stars! This game is as good as golden eye 64! IT'S THAT GOOD!

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Guest

Unknown date

  
It's the legendary Action Doom, what else needs to be said.

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Guest

Unknown date

  
Underrated. - Obvious 5/5.

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Guest

Unknown date

  
Wow AMAZING

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Netherstorm

Unknown date

  
Remember playing this a long time ago, good times. This is also released on my birthday, nice. - Netherstorm

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DoomTheRobot

Unknown date

  
Amazing wad! - DoomGeek101

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Guest

Unknown date

  
Nice! But where i can get that menu music?

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Guest

Unknown date

  
cool wad !

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Guest

Unknown date

  
Not as good as I expected it to be, but still awesome.

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Guest

Unknown date

  
damn! it so fuckin great!! 5 STARS! ;)

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Guest

Unknown date

  
Awesome, but short. 5/5

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Guest

Unknown date

  
*Bows* I'm shocked at what can be done with such an old game. I have nothing to say other than "Wow", "Holy crap", and "MORE!" --Crazee Boy, *****

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Guest

Unknown date

  
Holy shit, what an awesome fucking wad.

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  • 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.
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