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The Nutty Wad

   (26 reviews)
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About This File

It all began in July 2004 after I (Milian) played a really stupid map somewhere on ZDaemon. I imagined a wad full of silly maps and started with the work. Everything you shouldn't do in a deatmatch map is done here, like maps where you're unable to move or fights in super-small rooms... Quite normal Doom features are carried to an extreme here. When I first ran this wad on ZDaemon, Cybershark sent me some of his maps he wanted to test online, so I added them to this wad. This was the beginning of a cooperation on this wad for almost one year. The quality has been enhanced continuously while new maps, sounds and graphics have been added and people began to enjoy the wad on ZDaemon. In May 2005, Nutty saw its final release with a standard I never dreamed of when I first started with this waste project...

The result is probably the most outrageous set of Deathmatch maps ever seen on Zdaemon. Definitely not for 'old skoolers'! 32 radical new maps where the environment can be just as dangerous as the other players.

*IMPORTANT* To run The Nutty Wad properly you should set the DMFLAGS to - enable jumping - show and respawn monsters - suicide on exit

A minimum of 3 or 4 players/bots is recommended. The game seems to be most fun with a number of 8 players, though most maps have at least 12 starting points.

For more info about all maps see the nutty_mapinfos.txt or visit www.milianmusik.de/doom/nutty


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Unknown date

  
Just a great WAD. Great fun and gameplay, though a bit nutty. ;)

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Unknown date

  
Yay! 5/5! Yay!

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Unknown date

  
What is the song in map 24??

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Unknown date

  
Ah, the pointless hours I spent playing this. Simply amazing.

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Unknown date

  
"A" FUCKING PLUS!!!!! I had so much fun with this one it offers good gameplay and creativness at the same time :) - Whiteboy567

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Unknown date

  
i loved this wad... most of it at least.... Excelent demonstration of creativity and "nuttyness" Legendary.. But not the best it could have been... A remake would be cool.

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Unknown date

  
YOU LOVE IT! You really really love it!

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Unknown date

  
Not that often that I vote 5/5, but this one deserves it. This wad flat out rocks - what Taylor Dane was to music, what Mitchell Paige was to heroism, so Milian and Cybershark are to DOOM wadding.

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Unknown date

  
This is good. Best deathmatch ever! 5/5 r_rr

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Unknown date

  
OMG nutty from happy tree friends!-zombieswith blades

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Unknown date

  
This wad kicks major ass, I played it on Skulltag with a couple of buddies not so long ago. 5 stars

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Unknown date

  
Well, I don't have any buddies for deathmatch play,.. but I have checked all the maps and I'd say they are brilliant!

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Unknown date

  
I whish I had someone to DM. Funny DM wad, nice idea, lots of anhanced engine stuff. Some levels better some not that great, but that might also be a matter of taste. Worth to download if you got someone to play with.

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Unknown date

  
OMFGWTFNUTTY *****-MasterOFDeath

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  • File Reviews

    • 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.  
    • By Zalewa · Posted
      If you want something that looks uncomplicated but fair looking, easy but not uninvolved, non-linear but small, somewhat blocky but still good architecture and very quick to beat without ever saving throughout all 9 maps then this is your WAD. I played it, I liked it. Design themes stray towards the original E4, but are not exactly the same.
    • By Copenhagen Bram · Posted
      This is the first non-Euclidean doom wad I've ever seen! And it's done right! That must've been some project. Well done.
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