Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Wedge

   (12 reviews)
Sign in to follow this  

Guest

About This File

I created Wedge for my own personal kicks. The level is elevator intensive without becoming unplayable. The level contains all the gut-splattering and limb severing weapons that DOOM has to offer, though some are easier to get than others. Originally designed as a single player game for people who think that ultra violent is a day at the beach, WEDGE has proved itself as a KILLER modem deathmatch level. (This was the consensous after SEVERAL hours of playtesting, and too many hours for me to mention of fiddling.)


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

joe-ilya

  
Non-linear, challanging map. This is pretty awesome for a 94' wad. Even if dull in some places.

Share this review


Link to review
Guest

Unknown date

  
Ok, it's old, very old, and I'm old myself... But it's pleasant, well designed, and the gameplay is fine. Easy, too easy, but well done for this oooooooooold time!!! Give it a try, and you'll have some fun. Forgettable?!? Oh no!!! Not forgettable at all!!! I already played it 6 years ago, and I still remember it. I give it 4/5 to balance and to obtain a 3/5. - Jive

Share this review


Link to review
Guest

Unknown date

  
Everything Jive said, minus the redundant punctuation. ;) Some oddities: three single-sided linedefs have the walk-over-once special set to lower the walkway to the BFG secret, another single-sided line has the teleport special. Fortunately, none of them affect the gameplay in any way. Be sure to keep the Caco or a Zombie alive in the yellow-key room if you want the monsters open the red-key door from inside for you. 4/5 - N_A

Share this review


Link to review
Guest

Unknown date

  
This is dated April 1994 equals very old. It's E1M1 and you fight - or blow up with barrels - 81 baddies in a fairly crude techbase that has a circular deathmatch air about it. It's not bad, and surprisingly tough, but feels a bit short and pointless, and suffers from a "monsters open locked doors" bug that can help you get the yellow key in no time. Has a lot of secret stuff you'll probably never see or indeed need.

Share this review


Link to review
Arrrcee

Unknown date

  
I thought that Wedge was pretty good for a mystery map! I think that pro doom players will really blow through this but if you're an the average doom player, you'll enjoy it. You can watch me play it here: http://youtu.be/Tw0x fK4vb-U

Share this review


Link to review
Guest

Unknown date

  
A good map. Play it.

Share this review


Link to review
Guest

Unknown date

  
Interesting for 1994, but it's pretty hard if you don't get the BFG in an easy-to-miss room. The texture alignment sucks, but the layout is very good for its time. 4/5

Share this review


Link to review
Guest

Unknown date

  
Interesting map, very playable. Recommended, if you are like me and enjoy oldschool wads --- 4/5

Share this review


Link to review
Guest

Unknown date

  
For an older WAD this works out okay. I think it would be bearable in DM as well (as the author himself claims). Texturing is not good, but at least not offensive, and there aren't too many idiotic, completely dark areas, as you will often find in maps this old. The fights are small and easy, but there's a good fight involving crossfire from a pack of cacos and a pack of barons that you might easily miss. Forgettable, but all things considered I've seen much, much worse. --2/5

Share this review


Link to review
Guest

Unknown date

  
Old and not a great job, but enjoyable...

Share this review


Link to review
  • 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.
×