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MANIC WAD FILE

   (7 reviews)
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About This File

This picture was created using 3d Studio V3. It used 27 procedural textures and took 28 weeks to render on a Pentium 100 PC with 640k. It has over 200000000 faces and 30000000000000 vertices. It was scaled down from 100000 by 2000000 pixels to 50 by 40 in 45 days by Paint Shop Pro V2 ....... Ooops sorry wrong file .... got a little bit carried away there. Anyway back to the right file ....

Dear Mrs Smith, The estimate for the work carried out on the downstairs bathroom is 24 million pounds and 2p + VAT and p&p. Sorry we couldn't do it cheaper but second hand solid gold baths from the Cleopatra era are hard to find.

Ooops - sorry again (gettin to be a bit of a habit this!?)

Where was I, oh yes. This Doom wad was created by me, only me and me alone and no one else (not even my dog Sparky helped).

By the way me is Andrew Harbour (not that I am a harbour thats my surname - talk about unfortunate named after a place with lots of big boats.)

The level itself is pretty large, to be quite honest I think it's huge! There's absolutely loads of monsters, if you like killing lots and also enjoy a bit of a puzzle element to levels then you should love this level.

Multi Player (coperative) playing is supported on this level but due to the large size it was decided deathmatch would be exceptionally boring and is therefore not implemented.


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Sui Generis

  
Knowing to look for the initial secret improves the map somewhat, though it's still some way from the best. At worst this map has ugly corridors with confusing progression and required secrets, yet it has germs of something better. The larger areas in general are much more interesting, with traps, lowering platforms and such. There are odd crossfire situations with minor enemies. Your mileage will depend heavily on how you find the progression (hint the red key is in the large blood & pipes pit)

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Unknown date

  
Not 'very good' by a long shot. Whilst the author definitely has made a good effort, and the map is challenging and enjoyable in part, forcing the player to find 'secrets' to complete the map has always been lame. Let alone you'll have no where near enough ammo if you miss the 'secret' at the start. Add to this it looks like a typical '94 map (shit), and a confusing layout that needs more attention, I'd say this gets a generous 2/5

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Unknown date

  
The biggest problem is unmarked doors and secrets required to progress further. The red key is one such example. It is possible to get by without the secret at the start, it's just tedious. Overall crude but playable. 2/5 - N_A

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Unknown date

  
You can actually get through it if you miss the secret at the start - in fact it's more exciting that way. :p

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Guest

Unknown date

  
terrible..no weapon and so many monsters..I skip with jumping..

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Unknown date

  
This is dated June 1994. It's E3M1. It has an unusually large number of monsters for the period - 358 - and it's awful, just a lot of winding passages and angular rooms with clumps of imps, demons etc. It has the rudiments of gameplay, with some traps, working switches, stairs etc, but you have to keep stopping to shoot the aforementioned clumps of imps etc. It's boring rather than exciting. The ending is just another switch.

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Unknown date

  
A very good map, with rather a challenging start and action throughout. Maybe a bit too large and a little confusing, but certainly well worth playing.

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  • File Reviews

    • By erzboesewicht · Posted
      Really good puzzle map in a big dark metal/stone building. It catches the atmosphere of Bob Evans' Eternal Doom stuff, and I think there are even some homages to some other Eternal Doom maps as well (for example, the big two-layered outdoor area looks a bit like the "amusement park" in MAP26).   In my experience the puzzles were a bit easier than in "Silures" or "Excalibur", but it's possible that having played a lot of puzzle map stuff since I played Eternal Doom, having played through the whole canon of Bob Evans and Jim Flynn, and liking to search for Doom secrets in every map has made me recognize certain tropes better. The puzzles I liked most were (the spoilers only give minor hints):
          Gameplay is good too, at the start ammo is scarce so the chainsaw and berserk are your friend, and midtiers say hello from the start on, but hitscanners are the biggest threat. Rockets should be saved for archviles until you find the first larger cache.   9,5/10
    • By Somniac · Posted
      Fun, challenging set of maps that looks much better than you might expect for the time it was made. These maps will still slap you around a bit on HMP if you're not staying sharp. The author is fond of Chaingunner ambushes which keep you on your toes. I didn't find the SSG until around MAP05, which was cool, I like when its not given out too early. Pistol-starting the last two maps is pretty tough, but doable.   The map designs do a really good job of letting the player see crucial areas from different angles through progression and the layouts are really tidy overall, and feel a bit more modern than a lot of other 94/95 maps I've played. There are some really nice large-scale vistas (like the start of MAP06), nice uses of verticality and a good mixture of tight and more open combat.   Recommended!
    • By Darman Macray · Posted
      Spectacular visuals and engaging combat make this an absolute must play. There's a puzzle with a "Shoot the thing" answer that kind of comes out of left field and can be an easy place to get stuck if you're not on your toes, but that hardly stops the map from being a thrilling masterpiece.
    • By Darman Macray · Posted
      E3M9's refrain of back-tracking to a church for keys is a little tedious, and there are a few moments where things can become a frustrating key/switch hunt as you figure out what to do next, but aside from that, this an intense and rewarding adventure with beautiful lighting and architecture.
    • By JKWAD · Posted
      This actually Reminds of Me Epic 2
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