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The Revenge of BoomDoom

   (37 reviews)
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Guest

Unknown date

  
great

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Guest

Unknown date

  
i always wantid somewon to make a good scorcery weapons set for doom, and you sir have hit it out of the park! 5/5

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Guest

Unknown date

  
Honestly I thought this was the most ridiculous thing I have ever played. Good? Actually no. I thought it was bad.

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Guest

Unknown date

  
sucks ass. overpowered. A BIG FUCKING CHUBBY FAT ZERO FOR YOU

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Guest

Unknown date

  
best ever

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Guest

Unknown date

  
If the OMG stick didn't kill you it'd probably be better. But still overall very funny and fun to play with. Set sv_fastweapons to 1 and sv_infiniteammo to 1 and then have some fun on map 30...! ;P :D -GeeDawgg

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Guest

Unknown date

  
This is insane and hilarious! Though I really really wish this would work properly in DM :( is there any way this can be fixed???

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Guest

Unknown date

  
actually, try setting sv_fastweapons to 2, not 1. it won't go above 2, but you don't need to go above that anyways.... Anyways, great wad. Insane DM anyone? :P

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Guest

Unknown date

  
its kinds cool. graphics and sounds and stuff. but the stuff is way to overpowered!!! i blew myself to pieces jjust by trying to punch someone!!! its ok for a little fun, but not for serious gameplay. still.. check it out. 3/5

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Unknown date

  
The OMG stick did make me say OMG! when it killed me the first time. Though, If u can turn and see the ball explode then it'll get you. But, if you can't turn and see it, then it won't kill you. Figured that out myself. *****

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Unknown date

  
4 stars for the OMG stick. wish this could work properly on DM ~Dark Zero

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Guest

Unknown date

  
Little thing like revenant missiles, zombiemen, and spider masterminds are suddenly overpowered as well to offset your weapons. The revenant missiles especially.

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Guest

Unknown date

  
Best weapons mod EVER.

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Guest

Unknown date

  
oh hell yeah -inf ammo

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Guest

Unknown date

  
hahaaha the omg stick is amazing

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Unknown date

  
The weapons r 10x more likely 2 kill you than the enemies. Zombiemen are fucking tuff! It's not in a fun gaming kind of way. ~0/5

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Unknown date

  
may i say its a shit wad! wait no its not.....i must've been talking about AR by Xaser sryy ^_^ this wad kicks some major ass 5/5

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Unknown date

  
Pretty damn funny, especially the OMG weapon, which only kills you if you look directly at it when it explodes. However, the weapons are also fun and interesting to play with, so the gimmick doesn't wear off right away. The only major problems with his mod are that the fist and chainsaw become useless because when they hit an opponent, the splash damage kills you. ****

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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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