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Unmaker - Doom 64 Remake (Made with Decorate)

   (12 reviews)
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The Doom 64 Unmaker, made with Decorate. Fully upgradable with the 3 demon keys, just like in Doom 64! (in command console, type "summon wpnpower*" * = 1-3)


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Do the upgrades do anything? - Nope. By the way,this wad sucks. This Unmaker looks like a plasmagun sprietswap (I mean,it's effective against dangerous monsters as well,as ORIGINAL plasmagun is. God damnit,I didn't even see a difference except for pickup message,sprite and sound.

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Unknown date

  
I already said you need a special build of Zdoom, now called GZdoom. Try Google.

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Unknown date

  
Doom 64 is my second-favorite incarnation of Doom, and the Unmaker is an awesome weapon. Cool WAD. --Crazee Boy, 5/5

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Unknown date

  
It's not working for my GZdoom, even the more recent version won't do squat...

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Unknown date

  
why doesn't this work with zdoom 2.098?

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Unknown date

  
Do the upgrades do anything?

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Unknown date

  
Keys aren't compatable as ammo tokens. That might've flied with earlier versions of Zdoom but not anymore. I looked at the code and saw that the A_GiveInventory command does not have a count on it, so it probably doesn't work because of that. If the author can't make it work, then it isn't going to get a high score. I was able to get it working, but I'm not about to give it a higher score.

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The entire thing jsut doesn't work. It might be because of newer versions, but inspection of the Decorate file shows a lot of ass backwards tricks that were used that newer versions didn't force you to use. I don't really know otherwise, but the entire weapon is this one big bug. As it stands, it was pretty fun for its one mode though. Reminds me of Heretic's Hellstaff.

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Even in zdoom 2.5.0 (and the equivalent gzdoom and skulltag), the upgrades don't do diddly shit. All it does is act like heretic's hellstaff. I looked at the code in a wad file and for some reason, zdoom doesn't regard a key-type item as ammo. This kind of upgradeable weapon needs an ammo token, not a key, to function. You can say it's a key, but don't ever make it a key.

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  • File Reviews

    • By Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened. The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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