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Nuke-o-stucco-rama

   (6 reviews)
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About This File

Lovely fountain and temple to gaze at but can't reach till end. Enter sewer system with surprise crush-o-rama (sound familiar?). Stumble into Lift-o-rama corridors for rockets and another key. Then, finally, on back to courtyards and fountain and Exit-o-rama...


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Unknown date

  
This is dated November 1994. It's Map01, and it sucks. The meat of it is a confusing, messy maze of hexagonal rooms where you flick a bunch of switches seemingly at random; the designer was also in love with stairwells made of lifts, which take ages to go up because you have to wait for each stair to lower and then raise again. The gameplay is trivially easy. I hated the zany, ker-aye-zee readme as well.

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Unknown date

  
excellant

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Unknown date

  
I liked it - one secret can't be triggered unless you skip a teleport line

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  • File Reviews

    • By Walter confetti · Posted
      Nice mini episode, reminds me of some sort of amateurish Plutonia Experiment sometimes. Pretty enjoyable!
    • By Summer Deep · Posted
      A very decent challenge. Took me about half a dozen attempts to crack it on UV. The wad is from 2015, but could just as well have been from around 1997. Solid, traditional classic Dooming.
    • By riderr3 · Posted
      The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.   The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.   I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
      And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.
    • By Spectre01 · Posted
      Mostly enjoyable set in vein of "Plutonia but harder" and with larger fights. Visuals are often minimalistic, with combat being the focus of making the maps interesting. Expect plenty of Viles to resurrect what you kill and forced pistol starts on every map. 3/5
    • By Walter confetti · Posted
      Pretty nice map, some parts are been a little rushed out like the columns texture alignment, but overall the structure and the layout is pretty cool!
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