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Chainmill

   (19 reviews)
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Like Plutonia map 15? Then you'll love this one.


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Unknown date

  
The main ennemy in this map is the Chaingunner, and if you hate this feeling of someone tickling from far away, you won't probably like this map. Apart from that, the map is looking very good with lots of nice details and a nice layout in a way, that you see some areas from one side first and from another side later. Unusual for Kaiser's maps, I've encountered two severe bugs that forced me to idclip back into the game. 3.5/5 -Milian

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Unknown date

  
The chaingunners, why won't they stop! Nice level, BTW.

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Unknown date

  
Good looking map, but unbalanced gameplay: too much ammo, no real final. The many chaingun dudes don't pose that much of a threat if one can resist the testosterone pumping music and tries to do it rambo style. 4*

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Unknown date

  
Kaiser wads are awesome. 5/5-Moti

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Unknown date

  
Nice map. Has the classic feel and design. Its a slight bit puzzling though. Play if u like the original doom2. 4/5

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Unknown date

  
great

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Unknown date

  
I liked the layout and the detail was nice. However it's hard to find your way around and I found a error with one of the lifts. You hit a switch, the lift goes all the way to the ceiling. Hit the switch on the lift, get on, and now you are stuck. Other than that, cool map. 5/2/07

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Unknown date

  
An excellent map. You are clearly an expert mapper. 5/5 stars -kirby

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Unknown date

  
This is dated January 2005. You fight 192 baddies - lots of chaingunners - in a gloomy techbase. It's surprising easy given the author's track record, with a symmetrical design whereby if there's a monster to the left, there's probably one to the right as well. There's an odd superfluity of rockets, and a buggy lift that breaks completely if you don't hop off sharpish. Nonetheless the gameplay is solid, provided you're methodical.

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Unknown date

  
More like Plutonia map04 than anything, but still a great map.

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Unknown date

  
Good looking, but also a little frustrating. I got trapped in an open area with water and have to use IDCLIP; there's also a buggy lift. Not a bad map, though -- 3/5

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Unknown date

  
this guy should just take all his levels and put them in a mega wad, i bet it would be an instint classick -tyrian

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Unknown date

  
i beat it in 4 mins Steve-0 I Like very much

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Unknown date

  
creatively annoying gameplay. **** -sargebaldy

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  • File Reviews

    • 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.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
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