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Beyond Death

   (17 reviews)
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1 Screenshot

About This File

It was ment to be part of the DWSCP but as the project is taking a major turn we decided to release our works. This was sopposed to be map 27 of the wad.


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Unknown date

  
I hate those invisible barons.

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Unknown date

  
I hate it when you get the super shotgun first and then you kill some shotgun soldier right in the middle of a battle and just as you're about to let loose with both barrels it switches to the pump. Poor design; gimme the single first so that doesn't happen! Oh yeah, I hate invisible monsters too.

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Unknown date

  
fun!

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Unknown date

  
5 Stars ... this is up with the legends

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Unknown date

  
HARD. I like this map. Very well done. 5/5

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Unknown date

  
No -Your Mom

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Unknown date

  
true true

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Unknown date

  
Legandary!

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Unknown date

  
It's very detailed and good-looking. But it's too hard with its 450 monsters and no skill levels. I lost interest very fast. Yesterday, I started and after 30 mins. I was tired of trying, dying and reloading with very slow progress. Today, I continued and after 30 mins. again, I was tired of it. At this point I had killed 50 monsters. I could probably go on with this for 3 weeks, but why should I spend my time with something this tedious, when I can play 6 wads with more fun in the same time? 1/5 -Milian

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Unknown date

  
Detailing is nice, and even though many people hate Zdoom, I like it But there is the point: Zdoom is cool for it's linedefs, hexen actions, variable effects and phased lightning You should avoid stealth monsters and particle fountains (especially stealth monsters, particles can be used for nice effects but overuse kills the profesionalism of the map) Same for slopes, but you didn't abuse 3 stars, detail is impeccable but gameplay is meh...

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Unknown date

  
nice map, great detail and a great challenge

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Unknown date

  
cool map great detail and challange (i love Ifurita)

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Unknown date

  
the nice screenshot on dw aside, this map is crap *

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Unknown date

  
Truly awesome, It's good in DM as well.

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Unknown date

  
I don't like invisible monsters, but it is hard. 3/11/07

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Unknown date

  
Awesome indeed ... hard as hell as well

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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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