ToxicHole

   (19 reviews)
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3 Screenshots

Author

Samuel 'Kaiser' Villarreal

About This File

This is a map that was locked forever in the vault, never to be released. Oringinally created back in 2003, this wad was made for the Plutonia II project. Well, its been countless years since its development and ya know what? I am not letting this go to waste.

Credits

ID Software, SB Software, Gherkin, Agent Spork, Overlord, but most of all, Newdoom.com and Doomworld.com, without you guys, this wouldn't even be possible.

Base

New from scratch

Build Time

2 Months (during its development

Editors Used

Deepsea

Bugs

Here and there...




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  • 2
  

This one started of well enough - but another one I simply gave up on finishing. Suffers from overdoses of teleporting chaingunners, hordes of revenants and layout too confusing to be bothered with working out. What is wrong with simple elegance? Really.

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Memfis

  • 3
  
I don't know, very nice visuals\/detailing everywhere but the gameplay is not Plutonia at all (lots of weak monsters, some corridor fighting, etc) and is kind of boring without any particularly creative monster placement. In 2005 it was awesome I guess, nowadays the combat seems filler-ish.

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Zahid

  • 5
  
awesome plutonia style map...

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Unknown date

  • 4
  
Was alot of fun, definately worth a try - Udder

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Unknown date

  • 4
  
Stunning. I really feel that good wads are underrated and shit is overrated. Top stuff Kaiser! 5 stars --- Starburst.

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Unknown date

  • 4
  
4/5

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Unknown date

  • 5
  
Another wad by Kaiser. And like kaiser_9, which I've already played, no.18 too evokes the classical feeling of Doom 2 or its subsequent megawads of the ninties. It shows a great layout and skillful use of textures and lights. In comparison to kaiser_9, this one is harder, larger and more complex. Plus, it has a lot of nukage areas (hence the name), which can be annoying if you aren't careful. Play it and prepare for some severe work! 4.5/5 -Milian

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Unknown date

  • 5
  
Kaiser is one of the very best mappers, and here we see him at or near his best. A big, difficult and well-designed map with varied terrain and battles. Thinking is needed in addition to accurate shooting and daring play. A strong 5/5.

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Unknown date

  • 4
  
Has almost everything a map needs. Detail, gameplay, difficulty. Only thing missing is a nice extreme-level fight. 4/5 - Belial

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Unknown date

  • 3
  
Well this is definately a plutonia map. I'm glad it didn't go to waste. This is a kick ass map. The only problem is it's a little hard to know what to do next. 5/2/07

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Unknown date

  • 1
  
Plutonia-style level. It's well-done, so if you like Plutonia, check it out; if you don't like Plutonia, don't bother.

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Unknown date

  • 5
  
Top notch design. How does this only have 15 votes ? 5/5

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Unknown date

  • 4
  
Large and difficult Plutonia style map. Lots of nukage and merciless ambushes, but also fair ammo and health. 4*

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  • File Reviews

    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves   A nice mapset with a wide variety of styles. There isn't an unique theme, given that is a community project, and I liked that after all. From short to large maps, from simple to obscure progression. There are maps that have incredible architectures and multiple textures, Toooooasty's map 29 is a tutti frutti, hell-gothic-brown-vines-blue-tech-meat-etc. Each map does not follow the previous one, but some do feel like a sequel from a previous map, like 20 from 17, and this one from 12. As a japanese mapset, I expected to see anime textures, but it's not the case, instead some rooms have shapes of fruits, ice cream, a caco, an anime character, comics. I'd say weirdness is present in the wad, which I have fun with.    Features incidental combat, claustrophobia, slaughter(ish), puzzles, a lot of stuff. It isn't a hard mapset, but it has its nasty moments. Map 28 for example features a lot of instant appearances. Map 26 has an archvile in almost every section. On the other side, some maps like 05 and 31 that are full of zombiemen, fun to use the rocket launcher occasionally. Map 11 plays with voodoo doll traps and uses colours to keep progression. Map 22 has a 1 vs. 1 against a cyber, hilarious to two-shot if you don't take it seriously. And more and more, a mixed bag to sum up.   I like the midis and I'm pretty sure I heard a few of them before, map 28 has my favourite midi in the mapset. Also, map 22 has a remix of Death Bells, I like the original more but this one was good too. Secrets are also a mixed bag, Tooooooasty's maps feature so much detailing that it's hard to spot the secrets, and I remember a few of them being completely obscure and non-intuitive (map 29's secret blue door, how could I know?). There are also a few bugs, in map 31, the spiders are all so cramped that cannot move. In map 15, something really weird happens if you use the red key with a linedef marked as red door in the start room, basically a lot of walls lower causing HOMs and crashing the game.    My favourite maps are 04, 19, 22, 25, 27 and 29. Least favourites are 13, 31, 18 and 24, they are not bad but I did not enjoy them so much, specially 18 and it's pitch darkness. Appreciated the short and easy IoS fight. Map 28 would have been in between my favourites if it wasn't for all the loud pop ups. The other maps are good too.    So, play this if you like weirdness and variety. I'll give this a 7/10   
    • By felgro · Posted
      The good far outweighs the bad. Short and sweet maps that are relatively crap free. With one exception - map 18 has one of the dumbest and most annoying teleport puzzle/traps ever, with no way of knowing how to solve it other than moving in random directions. No shame in noclipping past it - it is a game ruiner, a spanner in the gearbox of an otherwise fun time. So bad I'm subtracting a star for it.
    • By Glaice · Posted
      Full of action but other than some aesthetic issues (misaligned/pegged(?) textures), it's not terrible.
    • By Summer Deep · Posted
      I played this on UV difficulty and it was okay, if a bit repetitive, until the final episode (4 levels). At this point it became seriously frustrating with contrived ambushes at regular intervals involving revenants or archviles (3 or 4 at a time, even 6 on one occasion). "Expert placing" of enemies is all very well, but when done so perfectly and artificially, creating endless crossfire and triangulation situations, it just becomes tedious. In level 29 you are faced with three cyberdemons and a spider mastermind in a cramped inescapable arena, with inadequate ammunition and 30-40 revenants at the perimeter firing homing missiles. In the unlikely event that you survive this, there's an almost impossible 'timed lift'  gimmick to exit the arena. Might have been alright as a 12-15 level game without the stupidly difficult finale.