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Operation Mjolnir

   (12 reviews)
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About This File

The UAC was founded back in the early 60's for the sole purpose of helping to design the first space shuttle for NASA. After relocating their headquarters to the underground beneath New Mexico, they began experiments on time travel. You, a daring UAC board member/ex-Marine, volunteer to be the guinea pig for the first test, and get sent 200 years into the future - to when the UAC made their second mistake with portal technology.


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Guest

Unknown date

  
You better have stolen my flashlight code and graphics, i lost my backups ages ago and cant be bothered to re-make them

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Guest

Unknown date

  
Nice

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Guest

Unknown date

  
good, but needs some work here and there...

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Guest

Unknown date

  
This has got to be one of the most fun EDGE mods I've ever played (second only to ICD, of course)! If you want a real challenge, try playing this with SHiTWADS (which is actually NOT zdoom-only. Only map08 and map00 require Zdoom to run). Anyway, this mod is a must have for all you EDGErs out there. :P *insert5starshere* -Xaser

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Guest

Unknown date

  
Some problems here and there, but nice work overall. -TheDarkArchon

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YouAreTheDemons

Unknown date

  
^Why did you rate it 0 stars then?

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Guest

Unknown date

  
No level, only a mod, therefore the 'Description' section is BS. The mod contains 2 weapons, some slightly changed monsters, afaics 2 weapon sounds, and an ammo mod one cannot take seriously. Overall, given the 5* ratings, very disappointingly. 1.5 + 1 for the amount of work - 1 for the fanboys = small 2/5. BTW it looks like a lot of reviewers are not seriously. That's imho really regrettably...

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Guest

Unknown date

  
To the dumber arse above me... 'Operation' implies there is an operation, ie., mission to complete -- there is not. Therefore I agree, it does not make sense calling it an operation. The mod is OK by the way. 3/5

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Guest

Unknown date

  
I like gunz :). CoOoOl

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Guest

Unknown date

  
I don't understand how a weapons-only mod can be described as an "Operation". Doesn't make sense. Every time I see the name of this thing, I think "That sounds interesting", until I remember what it actually is.

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Guest

Unknown date

  
to the dumb ass above me. stfu it's his mod he can name it what ever he wants. 5/5

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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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