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Maximum Difficulty

   (25 reviews)
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Very difficult.


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Guest

Unknown date

  
Crap.

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Guest

Unknown date

  
Doesn't work at the moment with zdoom version: 2.1.8.538.

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Guest

Unknown date

  
This NEEDS to win the Worst Wad award. Here's why: the only reason you need ZDoom to play it is because you need to type Map FGHB into the console to even get to the map. When I figured this out, I discovered that it wasn't even worth the trouble. This wad is right on par with Wow in terms of worthless wads.

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Guest

Unknown date

  
It's not just a "hard" map, it's MAXIMUM DIFFICULTY! The really hard thing about it is to get it working. REALLY HARDCORE !!!one oneone exclamation mark one one!!11! :angry: 0/5 -Maes

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Guest

Unknown date

  
Well, the point of it was to be difficult, and it suceeds in that, so 4 stars.

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Guest

Unknown date

  
3rd reviewer is a failure.

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Guest

Unknown date

  
This map isn't hard at all. Run past all the monsters onto the teleport and hit the exit switch. You'll have a better time putting your hand into a meat grinder. 0/5 - Wills

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Guest

Unknown date

  
horrible -0/5 Daimon

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Guest

Unknown date

  
Pathetic -PC 5/0 (now swap the 5 and the 0 to get the rating!)

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Guest

Unknown date

  
Trust us, good stuff NOT here ;-) -/5

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Guest

Unknown date

  
more like Very easy ~cson

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Guest

Unknown date

  
Who cares if it was supposed to be difficult, this map was crappy. 0/5

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Guest

Unknown date

  
Not good at all! 5/5

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Guest

Unknown date

  
Three Words: WORST MAP EVER!!! Even I can get this to work but this is a form of TORTURE to play this map. 0/5 - Killer11223346

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Guest

Unknown date

  
This map is suuuuuuuper! You just need to type MAP FGHB in the console. If you do mot enter the teleporter or shoot this head it will be really suuuuuper (unless someone shoots the head for you e.g. cyberdemon)! A! Did I mention you that this map is suuuuuper?

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Guest

Unknown date

  
The map consists of four square mono-textured grey rooms, with a moderate spread of monsters, cyberdemons etc. It's easy to finish; you can either turn right from the start, run into the second room, and teleport to the exit, or you can pick up the handy rocket launcher and kill John Romero. There's no gameplay. One day John Romero will die in real life, and the newspaper obituary will say that we have all won the game. All of us.

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Guest

Unknown date

  
Nightmare, 7 seconds, Hard? No 0/0

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Guest

Unknown date

  
Abysmal -0/5 gun_psycho

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Unknown date

  
I'm gonna go shit bricks from my dick. You're my ass, and this map is my balls. Fuck you.

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  • File Reviews

    • By Asking4Id · Posted
      A joke wad... and I don't like it.
    • By Spectre01 · Posted
      Long, grindy, and generally low-threat slaughter. Combat choreography is largely absent and the majority of the map is occupied by clusters of the same monster blocking your path. Speaking of blocking, monster block lines are often employed in strange ways, allowing the player to door and hallway camp the enemy hordes. Potentially deadly traps are neutered by frequent invul spheres which enable trivial BFG facerolling. Detailing ain't too hot either, with the majority consisting of monotextured square rooms and hallways. Some cool sector work is present among the minimalism and the scale of the final area is certainly impressive (the 300+ Cacos which take years to float into firing range, less so). If you want to spend over an hour spamming BFG and rockets, I suggest you play (or replay) Cybersky instead by the same author - it looks and plays better. 2/5
    • By Juza · Posted
      Frankly, if you're looking for more Plutonia, this isn't the deal. It's very different, but it's still very good in every aspect. I'd recommend it not for having the Plutonia name in its title, but for being such a good wad in itself.   Being that this was made by a lot of people™, it'd be impossible to talk about how each map performed, but they all pretty much draw resemblance to each other, while also possessing some of the designers' unique quirks visibly into them. Nothing's perfect, so there's a handful of levels that either aren't made for most people or straight up suck (like MAP15, and, arguably, 25).   Every level is challenging, even more so than the original Plutonia ones, though it still possesses Plutonia's design of combat of placing the player between a rock and a hard place in nearly every area, sometimes executed poorly, like trial and error, which can feel unfair.     Visibly beautiful and playfully slaughterful, fitting with its great soundtrack.
    • By rdwpa · Posted
      Pagan's Run is a lengthy "Run From It"-style map. "It" isn't the silent curse of that infamous Scythe map, however, but rather lethal threats located in the map itself. Caged cyberdemons pump rockets into your butt, and pesky fodder loiters in your path, which once in a blue moon is flattened by a crusher or narrowed into a Chasm-like sliver. Most of the tests over the 2.5-minute trial are fundamentally similar, testing consistency through repetition, but they evolve and morph into different forms: At first you're shooing zombies with shotgun blasts, soon you're navigating barrel clusters with spiders trying to show you love, by the end you're cleaving through greeting mobs with plasma, cybies looking on.    At best, I found Pagan's Run exciting and inventive, and I love movement test maps. But implementation flaws were too common -- potential linedef skips, floors with a fluky chance of not rising if blocked by a monster, and a late unguided drop seemingly designed for freelook. The latter hurts FDA value even on lower difficulties. On UV early, hitscan RNG was disproportionately impactful even with perfect shots. HNTR and HMP seem better. 
    • By rdwpa · Posted
      This one is fascinating. It's a squiggly techbase full of wacky oldschool angles drawn off-grid. The design has a lawless '90s vibe of "appealing ugliness," but with a higher detail level that befits its actual release date (the current Doomworld Files screenshot doesn't reflect this). The mapper clearly had an education in craft, shown by skillfully intricate use of the sky horizon trick and other effects. It reminded me of Didy's mapping in a few places.   Runtime was unexpectedly short, under 15 minutes for me. Many of the 200-odd monsters appear in messy but satisfying brawls, using lots of low-tiers with bulkier stuff tossed in for emphasis. The balance is very lenient and favors near-total dominance of the SSG, once you are equipped with it. Power weapons exist but are provisioned stingily.
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