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Knee Deep in the Waste

   (16 reviews)
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4 Screenshots

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A lot of waste and bad guys


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Guest

  
A fun medium sized map. Nothing extraordinary here. Maybe slightly cramped at times. Good ammo balance on ultraviolence. Tho plasmarifle was quite unneccesary.

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TimeOfDeath

  
liked

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Guest

Unknown date

  
Average wad, mostly dark and lots of nukage, mostly small monsters. Sometimes not easy to know where to go next. Sky windows give HOM on Zdoom. 3/5

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Guest

Unknown date

  
Very impressive first effort. There were some rather obvious HOMs where I'm guessing you meant to have sky (in some of the hallways heading to the red key, mostly), although I'm guessing it's just a zdoom issue. Anyway, keep up the good work.

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Guest

Unknown date

  
Quite nice indeed. The HOM effects in ZDoom are unfortunate, though, as is the inclusion of three Doombuilder objects which show up as "!" sprites. Still, I give it a 4/5.

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Guest

Unknown date

  
Keep up - you have the talent - Daniel ****

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Guest

Unknown date

  
Good layout. As others have said, many instances with HOM in zdoom. But given I love your email address, I'll give it a 3.

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Guest

Unknown date

  
Was this made with SLIGE?

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Unknown date

  
rather impresiv for a beginer wad with some help you cood become an exlint wad builder keep it up -simon cowel

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Unknown date

  
Too much focus on detail and not enough on fun gameplay. Like, I simply loved walking over the same acid for the 5th time trying to work out where to go next. --- 3 Stars.

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Guest

Unknown date

  
Nice wad but only averange. I see you used doom builder. Maybe not so common among wad authors but it RULES. But for being your first map its good. (3/5)

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Unknown date

  
Very impressive for a first map! And fun too, which usually isn't the case with first timers. -Dittohead

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Unknown date

  
I don't care if this is your first map. You had all the time in the world to design and test this map and if it's rubbish, it's rubbish. This has an attractive design and clearly isn't shit put out by a chancer, but it has some obvious technical errors and a confusing level design. I have seen a very few levels that used slime well, and this isn't one of them. Take that, Jamaica!

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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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