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My First Wad.

   (32 reviews)
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2 Screenshots

About This File

This is a good level to practice dodging, and a good level to practice survival skills (there are Spawners


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Guest

Unknown date

  
If this is your first wad, I don't want to see any of your other wads. 0/5

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Guest

Unknown date

  
Very lame. Avoid this crap at all costs. 0/5

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Guest

Unknown date

  
Your first wad, eh? Hope it's your LAST!

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Guest

Unknown date

  
You shouldn't have bothered.

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Guest

Unknown date

  
Preety good

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Guest

Unknown date

  
0 stars for racism

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Guest

Unknown date

  
Horseshit. 0 stars

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Guest

Unknown date

  
Logan MTM talking... Got Five stars only to be a new DOOM maping. Continue that way and some day you will be a great WAD maker. 5/0

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Guest

Unknown date

  
ok... for a first wad... :/

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Unknown date

  
This just shows that the author can make an icon of sin work correctly in a 1994 map. 12 gorilla anuses. -z34chris

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Guest

Unknown date

  
I take it this is a joke wad. If not, it is well below par even for a newbie WAD. It's bad, plain and simple. No point in pointing out why or where - if you can't see why, you fail it!

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Unknown date

  
It's a test level. My first wad was way better, but it was boring. This is not boring, but you don't really play this map, because one shot and the level is over, wtf? 1/5

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Unknown date

  
YOU FAIL AT MAPPING!!! um... trying to think of something constructive to say here... not coming up with a lot. kudos at least for kinda figuring out how to do teleporters... --Jehar

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Guest

Unknown date

  
This is just junk. Try again, but don't make it public until you have got some feedback from other people and there is some reason to believe anyone other than yourself will be interested in playing it. BTW, giving your own map 5 stars when you know it is dreadful is a fail.

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Unknown date

  
Very poor design. 1-2 hours? I could make shit like this in 5 minutes in Doom Builder. -Mr. Chris

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Unknown date

  
you have got to be fucking kidding me

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Unknown date

  
Work on the level design, and you'll get something decent. Doombuilder's easy to learn. 1/5 for the effort; I'll at least consider this "incomplete". -zepolleon

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Unknown date

  
hahahha, wow 0 stars -Johnny

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Unknown date

  
One of my rules of thumb is that, if a level is less than 10kb, it's probably poor. This is a slaughter-style map that pits you against 13 cyberdemons in a big room. In total the level has four sectors. You have to kill John Romero to exit. It takes about fifteen seconds to do. You have loads of rockets and plasma, although there's no plasma gun or BFG. For such a tiny level there are lots of mapping errors - misaligned teleport, missing sprites etc.

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Unknown date

  
How can you use a fantastic editor like DoomBuilder and _still_ come up with something this infantile?

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Unknown date

  
really? im 13 and i can map better than that.

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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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