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MUDWADS Yeah, thats rite. MUD WAD'S

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MUD1ST.WAD - My first full length, feature epic type challenge worthy of anyones GOD mode. This beauty has more monsters and demons than you can shake four rocket launchers at. There's a key hidden that you need to get into the room that goes to the next level. All difficulties are the same... hard! There is a lot going on so this may tax some less than lightspeed machines but you got it all here. Some secret rooms will help you. Bigtime.

MUDTOWN.WAD - Second one here, this one does have an easier difficuly setting (easier than totally impossible) and has more acurate texture matches for all areas and more refined challenges. There's a key hidden that you have to find to get into the room to the next level. Watch out on Diff 3/4 - it'll work you! Diff 1/2 are the same - doable. Good luck.

MUDVILLE.WAD - Third one's the charm. Well, there are teleporters and more new stuff... for me to do anyway. A good technical game. No secret rooms to speak of but a real good challenge for the purist. Diff 1/2 are doable... not too hard actually. 3/4 are another story. Strap on the big gun. Loop around and catch the trip wire to the door. Hang on!

MUDMANOR.WAD - This one is more and better.... skill levels cover possible to impossible. Ample weapons in the possible levels. Perhaps enough in the more difficult "impossible" levels too. No keys but it is necessary to take the long way around to finish. Enjoy!

What's with Mud, you may ask. And well you may. I am Pres of The West Mountain Mudbrothers Mountainbiking Club and as such the word (and substance) have a great deal of significance in everyday life. Besides how else would you know for sure that it was the "Muds" work unless I made it obvious when you tabbed to map in strategic spots.


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Unknown date

  
Four levels from June 1994. They're packed as E1M1 in four separate wads, so you can't play them in sequence. Mud1st is a boring set of poorly-textured square rooms, with 180 monsters and loads of BFG ammo. You need to find an unmarked secret door which is, ironically, one of the few properly aligned textures. The other levels are variations of this; mazey slogs against 180-or-so weak monsters, with your shotgun, and there are a couple of cyberdemons.

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Unknown date

  
Utiliser DoomGl pour meilleur rendement. contien 4 wad Mud1st = 1 vie fast, mudtown = 1 vie fast, mudville = le plus dur 2f + 3 UV et mudmandor 4f+ 2 UV pour un total de 3/5 - Eye's

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Guest

Unknown date

  
Sorry.

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Guest

Unknown date

  
It's by Dave Swift. 'nuff said.

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Unknown date

  
Crap man!,more 1994 Shit!

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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