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Batteries STILL Not Included!

   (9 reviews)
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About This File

I always liked the original "Batteries Not Included," not just for its concept (energy weapons only) but also for the unique designs that I had come up with for the weapons. That being said, I also had lots of glaring issues that needed to be corrected. I originally intended to port the mod to ZDoom and correct those issues, but since ZDoom currently (as of this writing, I've been disconnected for a week) lacks custom pain states, it's difficult to port. So instead, I made a sequel. New weapons, expansions on old weapons, new ideas, and graphics that don't suck.


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Unknown date

  
OMG! No shotgun?! I NEED my shotgun! Give me my goddamn shotgun NOW! This type of thing is not my cup-of-tea but it all seems to function correctly. 3/5 -jb

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Unknown date

  
Minus a star for using the word "I" too many times in the readme. Also, this is yet another weapons mod whereby the author has taken lots of graphics from elsewhere, which were in turn taken from somewhere else, and has tarted up the logic a little bit. It consistently has the old problem whereby the weapons don't point at the centre of the screen, or even in the same place. Graphic style varies wildly. I suspect the author spent more time writing his readme than making the wad.

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Guest

Unknown date

  
Nice change of pace. Requires different tactics

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Guest

Unknown date

  
OMG who the fuck deducts points because of how many I's in a readme, let alone count them in the first place?!

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Guest

Unknown date

  
Weasel did you HAVE to release everything at the same time?

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Guest

Unknown date

  
This one is quite old. anyway 4/5

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Guest

Unknown date

  
This is probably my favorite of Weasel's "old" mods. The innovation and execution are both there. Who cares if there's no "shotgun," there's a freakin' plasma scattergun there instead! This is still gold.

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  • File Reviews

    • By Meril · Posted
      It's large 1995 map. Starting area is looking nice, but later author lost creativity and made mazy corridors. Very challenging because of overuse of chaingunners. It's extremely annoying. Lots of traps, Some clever, some not fair.
    • By HUGEkidsY2K · Posted
      Too linear in my tastes looking back now, will do better with my next projects!
    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
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