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.

N.O.U.G.A.T.

   (49 reviews)
Sign in to follow this  

Guest

About This File

A level from my upcoming project, It Only Gets Worse, released as a teaser for the full wad. Is to IOGW as singles are to full albums.


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

Guest

Unknown date

  
i did not enjoy this at all. 0/5

Share this review


Link to review
Guest

Unknown date

  
FYI Wills, some of us do like to know when the wad was released. As for the map, I won't be waiting for finished project. 1/5

Share this review


Link to review
Guest

Unknown date

  
Pretty Bad. 1 -PC

Share this review


Link to review
Guest

Unknown date

  
This file sucks because the of the fact of limited ammo and the poor map design. Doomguy 2000

Share this review


Link to review
Guest

Unknown date

  
this was crap. i know you can make better wads than this. i want to see a sequel to Giulio Galassi Must Die. it should be called "Giulio Galassi Must Die... Again!" 0/5

Share this review


Link to review
Guest

Unknown date

  
What the fuck is this stinking dogshit? Terry's first upload maybe? 0/5

Share this review


Link to review
Guest

Unknown date

  
This catshit made me like the Wills must die! jokewad.

Share this review


Link to review
Guest

Unknown date

  
This made me want to play 'Gamarra's soul story: Mission 1 "Wills must die!"'. Yes my childe, it's THAT bad.

Share this review


Link to review
Guest

Unknown date

  
It's meh, although I have faith that the finished WAD will be a lot better. However, I'm offseting Glassyman and co. whining and down voting it. -TDA

Share this review


Link to review
XDoomScoot

Unknown date

  
Almost as good as stun.wad!

Share this review


Link to review
Guest

Unknown date

  
It's awful. At least he changed the level in IOGW.wad to something better 1/5 ~Dark_Zero

Share this review


Link to review
Guest

Unknown date

  
Worst wad ever!!! -10000000/5.

Share this review


Link to review
Guest

Unknown date

  
Normally I would rate this about 3 but someone needs to counteract the Glassytards.

Share this review


Link to review
Obsidian

Unknown date

  
3 stars for having "P.L.U.C.K" by System of a Down as the music. *Fist bump* - Obsidian

Share this review


Link to review
Guest

Unknown date

  
Acutally i liked it.I give it 5 stars i have loved everyone of will's wads.

Share this review


Link to review
Guest

Unknown date

  
guys cant you give wills some CREATIVE IDEAS instead of saying that you hate it? give him some good ideas too. like... what to fix, or you dont like something...?

Share this review


Link to review
Guest

Unknown date

  
A map that is actually unplayable once you get past the first 3 seconds. Avoid it. 0/5.

Share this review


Link to review
Guest

Unknown date

  
A bit short, but good idea

Share this review


Link to review
Guest

Unknown date

  
2/5.

Share this review


Link to review
Guest

Unknown date

  
Total crap.

Share this review


Link to review
Guest

Unknown date

  
....not really the kind of WAD you'd expect from someone criticizing Giulio Galassi and Gamarra. On the other hand, the author's intentions are written all over the template, so no complaints here. About the map...well, it's a scripted jokewad affair with pentagrams on most floor and walls. 1/5 -Maes

Share this review


Link to review
Guest

Unknown date

  
0/5

Share this review


Link to review
Guest

Unknown date

  
Why was this crap released? It's not a serious map, not a jokewad, not a worth download.

Share this review


Link to review
Guest

Unknown date

  
This wad is shit. -1/5

Share this review


Link to review
Guest

Unknown date

  
Meh, not enough ammo. But what's with the retards in every jokewad comments section, shouting "OMG TERRY", as if he's responsible for everything bad in the universe.

Share this review


Link to review
  • File Reviews

    • By NuMetalManiak · Posted
      so it seems I have not actually written a full review of Eternal Doom yet, Eternal Doom is often touted as the classic megawad of getting lost, with people crying "SWITCH HUNT!" and completely obtuse progression no casual player can think of. yet if I were to have a say, I'd say it's the best thing TeamTNT ever actually made. by comparison, Icarus is a standard megawad with some weird bits, and the same for Evilution. Daedalus is all sorts of fucked up, and the deathmatch sets aren't memorable to the singleplayer levels. this means that Eternal Doom forever stands the test of time despite its age.   you'll be happy for some of the shorter maps, which include MAP01, MAP06-08, MAP16-18, MAP21, and contrary to popular belief, MAP28. for the rest though, you'll get lost, that's the whole point. you'll likely cry foul at the obtuseness of several of the levels, in which knowing the author style really sort of helps. but when you're not hating it, you're liking it. some puzzles are actually fun, and combat remains serviceable in most locations. there's still loads of obscurity, so it helps to use that automap, especially for the memorable MAP12.   from the looks of it, it looks like Chris Couleur and Dia Westerteicher were the two who's maps will likely be felt the most. Couleur's style is making generally expansive locations in medieval fields, so there's a lot of room to run around in and quite a lot of meat in every nook and cranny imaginable. I can perhaps think it would get old after a while, but MAP11 is a nice treat and easily the best map he's done. Westerteicher seems to be responsible for most of the shorter outings, all of which have at least one bit of obtuse progression that casual players won't see. MAP03 is his best work if I'm being honest, and one of the best ways to utilize six keys in a non-Boom fashion. for the other authors, we have Adam Landefeld, with two large and two short maps, usually similar in style to Dia, Alex Mayberry, with two very linear levels, and Paul Schmitz, who may have made two short maps by ED standards, but actually somehow manages to make their progression memorable by being quite perplexing.   the showstealers are Sverre Kvernmo, Jim Flynn, and Bob Evans. it's likely these are the ones who's maps will be the ones you'll get lost in the most. Kvernmo went with MAP04, a large crate maze and sewer system, although progressing through it is generally just long, while MAP05 is actually quite short. MAP12 however is a certified magnum opus, a nicely done medieval castle with an interesting puzzle for the yellow key that still proves memorable to this day. the late Jim Flynn holds three rather notorious maps, the first being Monster Mansion (MAP31) a map that holds the most insane realism of a mansion with loads of crannies. the next is the appropriately named Beginner's End (MAP25) with numbers of confusing puzzles, and having to retrace your steps often, then right after that is the frantic MAP26, loads of ground to cover but hard to even go around. then there's Bob Evans; if MAP20 makes you squirm trying to figure out where and what is to be done, MAP30 will certainly be a true treasure hunt. these two maps are the ones where you'll need all the luck and patience to go through them.   I've played Eternal Doom all the way through many times, and my opinion of stuff tends to shift constantly on each and every map, but I tend to enjoy what I play through as I go along and memorize where anything and everything is. Eternal Doom surprisingly has linear key progression throughout the entire set, something that I'd love to see done in level progression diagrams some time soon. its maps are made out to be both long and memorable and perfectly deliver on those fronts, standing the test of time to this day. of course, there are much longer and larger maps than even Excalibur, which shows how inspirational the whole set ends up being to make much longer creative children. all this makes this the greatest accomplishment TeamTNT ever made.
    • By RonLivingston · Posted
      I have to say this, But this is the most scariest wad I've ever played, you know the yuri battle before all of those pictures came up, the super scream sound nearly made me have nightmares!
    • By TheBoltDoomer · Posted
      It has some good construction's for '98 but nowadays is not so good compare to other maps. One of his good aspects is that it has an RNG system for Teleporters making for each reset a new encounter variation but the areas are too dark forcing you to change the Gamma Correction.
    • By spd7693 · Posted
      I played the wad when Altima recommended it to me since I told him I love big complicated levels. I wasn't disappointed. Except... Map 26. Map 26! The reason I'll never play this pack again! So sad, because the first release has some great maps, especially map 12 Darkdome. It contains one of my favorite cyberdemon encounters. 19 sucks as a level as well and 20 is... weird. These three maps drop one star and the other drop is because of the lack of secret levels in the progressive run. The only secret map must be put as a map 1 replacement and I'm not a fan of that. Some encounters aren't fun, some required lots of infighting. Overall, the wad is tedious. Another reason for me to never play it again is that I no longer will have half a year free time. Yes, that's how long it took me to beat it. Anyways, a fun wad overall with great final map, some other strengths as well. Only if it had its secret levels the proper way and if it was vanilla compatible... 
    • By Juza · Posted
      Unquestionable classic, and one of my favorites.    The only wad I know that implements switch-hunting as the gameplay progression basic without ever making it confusing. Unique for its unorthodox design decisions, its work with the original base textures, and handing a feeling of obvious progression to the player, as the layouts and gameplay get more complex with each map, while still holding episodic themes and its distinctly identifiable design choices throughout the entire trip.   Gameplay can be a bit too easy, but it's not unenjoyable; it's certainly grand amounts of fun, for it's impressive how creative and consistent it is. Don't be afraid to try it on UV, the scaling of the wad's overall difficulty is very smooth, and the entire wad has a really good flow overall. Amazingly, makes good use of backtracking: It adds to the certainty of obvious progression. The switch-hunting will never leave you wondering where to go, for it'll be largely obvious where you must head to. That's honestly impressive.   Music is entirely original, and boy is it good -- and especially -- memorable. You'll be thinking about some of its tunes for weeks, while reminded of the map they're associated with.   Looks are the comfiest there could be. Modestly simple: limited to the base game textures but doing amazing work with them, and a lot of contrast with its use of lighting.   5/5. SOULFUL. The most fun I ever had in cooperative multiplayer, and highly satisfied while in single-player.
×