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Kohe 14

   (13 reviews)
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2 Screenshots

About This File

In the Kohe13 text file I accidently put MAP13 as the map while it should have been MAP03 thats because Kohe3 was MAP13 so Kohe13 had to be MAP03 sorry all those other players out there.

In Kohe14, you are in the second to last mission in the Kohe trilogy and you are in for a huge challenge. You face the Fat Slobs, and the Arch Men can easily be disturbed. Finding the key to the exit is simple, just think where it is. Dont feel a sorry if you beat cant level.


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Unknown date

  
I can't wait for Ruba's megawad. There's no doubt Ruba knows how to map, he's just poking fun at all anti-jokewad anal retentives here at Doomworld :-D

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Unknown date

  
retarded and shitty as hell... 0/5

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Unknown date

  
Just crap

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Unknown date

  
No, Ruba can't map. Ruba can't even connect sectors right. 0/0

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Unknown date

  
Compared to latest kohes, it's a disappointment.

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Unknown date

  
The "Maes" design is brilliant ;-) 5/5 -Maes

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Unknown date

  
This doesn't get a 5 because I hate mazes like this,e ven though this one was fun a bit because of discovering the letters but what do the poet tries to say here? "MAES MAES SOLVERIINO, MAES MAES SOLVERIINO?!?!?!". What does that mean? Haha! Great idea though. 4/5 - Optimus

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Unknown date

  
Its a big maze of meh 2/5

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Unknown date

  
O no some god punished me for playing jokewads and changed roles. 3 stars from coldfusio aka aka...

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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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