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Batma

   (23 reviews)
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About This File

"Batma" (N). It goes on and on, but don't give up. There is a huge surprise at the end.


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Unknown date

  
This is not a map. 1/5

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Unknown date

  
This map kind of reminds me of teh suck. 0/5

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Unknown date

  
vomit

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Guest

Unknown date

  
this is a good level

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Unknown date

  
HISSSSSSSSSSSSSSSS! ~Csonicgo

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Unknown date

  
Utter shit.

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Unknown date

  
The fuck is this!? Rated FAGGOT/5. Stupid dick, your not the juggernaught at mapping! Go do something else. Even a 6 year old could do better.

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Unknown date

  
I found it funny! 5/5 - Optimus

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Unknown date

  
I find it funny that people are still playing Ruba's maps, even the old ones. All though this has nothing to do with Batman like one reviewer has put, why was it even titled with that name? This was fairly easy to play in a room shaped like an endless "S." 1/5 for at least killing about 5 minutes of my time with nothing better to do.

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Unknown date

  
OMG 0/5 - alien111

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Unknown date

  
Holy Moly, Ruba Does it AGAIN!. At least it gets one star for better than nothing architecture. -PC

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Unknown date

  
cool map bro

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Unknown date

  
a little smile is not enough, ruba you have some nice ideas, just do a real and good map 1/5

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Unknown date

  
It's a long S-shaped winding passage that goes on and on, as promised. At the end, one of the walls raises up and you are confronted by a group of cacodemons and a cyberdemon; but they are safely behind bars. The cyberdemon kills the cacodemons. You can just flip the switch and exit. The level has nothing to do with Batman; the surprise at the end isn't clever or funny.

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Unknown date

  
I thought it was funny, you guys take it to seriously

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Unknown date

  
Ruby should stop mapping and take up a better passtime. Like suicide. 1/5

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Unknown date

  
ROFL MAOH a billions-of-millions of cacodemons + eins cyberdemon = teh fuck!

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  • File Reviews

    • By Walter confetti · Posted
      IT JUST WORKS! Ok, with that stupid jojoke out of the way, we can start talking about this map:   It's a nice map from 1995 with some interesting room shapes (especially the one beyond the blue skull key door), the difficult and map flow is pretty easy and straightforward to navigate, don't fell discouraged by the large amount of enemies (it contains 120 monsters in total)! They're just cannon fodder for the majority of the map, expect for the final part with a arch-vile / cyberdemon combo near the exit, overall it could be easily beaten in 10 minutes or even less if you are a talented player... Enjoyable.
    • By Walter confetti · Posted
      Pretty 90s-ish, basic looking map sets into a tech / hell fortress of sorts, really large map that i've finished in 30 minutes, but luckily the map uses not really hard monsters to confront, making this pretty easy to finish, but again, is a long, LONG map with the most tedious parts are the mazes and that long backtracking stairs... Pretty meh   Also this map crashes on Doom 2 exe (DosBox) when you save the game, so i played it with a limit-removing dos port (doom 2 plus) without any trouble, so if you want to play this you had to use a limit removing port.
    • 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.
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