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Napalm

   (37 reviews)
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About This File

One level for Doom2+ or any limit removing port. PrBoom-Plus or GZDoom are recommended.

To play this PWAD file, unzip it into the directory with your PWADs then start: glboom-plus.exe -iwad tnt.wad -file napalm.wad (g)zdoom.exe -iwad tnt.wad -file napalm.wad


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Guest

Unknown date

  
An enjoyable and puzzling TNT Evilution styled map indeed. 4.5 -PC

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Guest

Unknown date

  
Not so bad, really - 3/5 Daimon

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Guest

Unknown date

  
it was ok, but im not a big map fan. 3.5/5

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Guest

Unknown date

  
Another excellent and ambitious map by Alexander "Eternal" S. (aka Deadall).

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Guest

Unknown date

  
fun 4/5

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Guest

Unknown date

  
An interesting "limit removing" WAD. No crazy Boom features, but very vanilla-like gameplay coupled with some UAC_DEAD-style architecture. It's jam-packed with secrets, puzzle, and advanced mapping effects. Reminded me of Europe.wad but without the hordes, and perhaps some people will be disappointed because of the lack of hard battles. You may run low on ammo on certain spots, and can get hard later on if you don't find the chainsaw, but otherwise it's worth a run. -Maes

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Guest

Unknown date

  
Really nice map, even though in some places there is detail lacking (though I wouldn't care less). Has me sort of ammo or medicine at times 4/5 - Optimus

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Guest

Unknown date

  
Oldschool map with lot of switches and few details in Evilution style. I really love Eternal's later projects, but this works quite good too. It is good map, but somehow doesn't have the right flow. 3.5/5 - Damned

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Unknown date

  
A decent map with a focus on gameplay surprises and it uses all the time-honoured tricks, and a few more newschool ones, very nicely. Competent effort that kept me enetertained for a good hour, which is not easy to do with such a monster count. Keep up the good work - pritch 4/5

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Guest

Unknown date

  
Not broken but often difficult to find the path to go, sometimes very hidden. Partially nice but fewer hidden switchery would have done the map a favour.

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Guest

Unknown date

  
The newstuff reviewer couldn't get out of the first room - you have to shoot through the window at a wall panel. The level disappointed me. It felt like a decent large 1995-style level, with monotonous action and drab 1995-style design. Along the way you have to press nine hundred and eighty seven million switches. Gameplay starts off dull, loads of health, placid monsters, but picks up when you get the super shotgun; last third pretty good, hectic.

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Unknown date

  
large,sprawling map that flowed nicely,but not linearly.switch hunting and backtracking didn't slow down progress once you got the map early on.plenty of health and ammo,only got jammed a couple of times.never got BFG,but didn't need it anyway.took an hour to complete,so it killed a Sun. afternoon.4.5/5-d.d. koop

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Unknown date

  
This was really fun, and creepy to play. I've almost never enjoyed playing a map of this size from start to finish but you managed to keep me glued the whole time. I was also delighted that the map wasn't overly hard (for me it was a tad too easy). Expect to take some while to beat this one. It took me 53 min with 12/14 secrets found.

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Unknown date

  
It's based on tnt and has that style. (I doubt if you can't play this with doom2).It's a large base full of switches. But it's no switchhunt,they help to create the desolate atmosphere. 5 stars from coldfusio

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Unknown date

  
Just thought I'd add that some ports might have trouble opening door sector 161 as it is not tagged yet the lines for this door are. A simple fix would be to remove the tag numbers on lines 1144 and 1168. 3.5/5

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Unknown date

  
A great, sprawling oldskool techbase. Pretty casual action, nothing too serious. Very much recommended as an "extended snack". 5/5

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Unknown date

  
If the aim was to make a map that would be fitting in TNT, it succeeded while keeping a pleasing design overall (which TNT doesn't always do). Good use of the IWAD's textures, and good space management. It also maintained a pretty good style in the way it plays, keeping a good pace and enough tension along the way without being particularly hard, making it replayable and thus demo friendly. [4/5] ~Chain Mail (08/2007)

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Unknown date

  
A solid example of gameplay over aesthetics, a simple texture theme but a sprawling non-linear layout. The simplicity actually replicates the look of TNT. Good monster placement, especially later on when they emerge without warning. My only criticism are the generous amount of soulspheres and the lack of challenge, otherwise a great map knee deep in atmosphere but could have elevated itself with more monsters as it's a tad empty in some parts. 4/5 - Bloodite Krypto.

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Unknown date

  
Great job, I had 3 hp at the SSG but managed to survive, took me 53 minutes also :) 5/5

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Unknown date

  
Once you remember that tnt.wad actually exists this wad is very good. I found all 14 secrets, killed everything and thoroughly enjoyed myself. Difficulty was quite low, but it was fun all the same. Quite clever in places too. Nice 5* performance

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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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