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Beyond Horrible!

   (15 reviews)
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Taking place where a new nightmare ended. The player now finds him self on Venus! You must fight your way through the Venus base and find out what the hell is going on......


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trrobin

  
Pretty fun to play, but there's some niggles that hold it back a little that should have been found before release. Still worth a play through though!

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Unknown date

  
Some maps are good, some other well a little bit of detail wasn't awful... whatever my favorite map is e2m4, really interesting first effort iron. I gave to this one 3 out of 5 stars. 3+2=5 spambot check is ok! - Author of e2m9

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Unknown date

  
hmmmmmmmm, detail ok, gameplay good for the most part, i would this is a 4/5 megawad.

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Unknown date

  
Yea, its a 4/5 star set. E2M4 has the best visuals, the rest looks ok as well but has a lot less detail.

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Unknown date

  
ok, so where is oskyrt3 :), always a treat to see Doom megawads thx! SM.

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Unknown date

  
I liked the easy-feeling flow in the first levels but afterwards it became a bit mundane and trivial. Also, what's with the original maps cropping up inside all of the levels? Haven't we seen enough of that with KDIZD?

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Unknown date

  
Not bad most maps offered boring gameplay imo no real fun fights, the music on E2M1 sucked no effort has gone into aligning textures.Secrets were way to easy to find one look on the automap told me enough, be more creative important stuff must be harder to get like an blue armor or soulsphere.It is possible to pick up the red key in E2M2 without triggering the trap.E2M4 suffered from Tormentoritis, meaning it looks strangely familiar to an Tormentor map called Austerity. 3/5 -DD

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Unknown date

  
This a good'n'solid E2 replacement in the classic style. It occasionally treads a fine line between homage and naffness, e.g. the beginning of E2M3 feels like a genuine dull 1995 map. Thematically the levels are all over the place; the rooms go from techbase to granite to gothic almost willy-nilly. The gameplay is however solid, and that's what counts. It's never very hard, but it's supposed to be E2, not some kind of nightmare torture test.

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Unknown date

  
E2M7 BUG - E2M7 has 2 red keys ( sectors 183 and 209 ) I'm guessing the author intended to have the blue key at sector 183 so the blue door at sector 16 can be accessed. Also too many unaligned textures and a lack of upper/lower unpegging lines. OK otherwise,

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Unknown date

  
A very good episode! But a few gripes: 1) From scratch playability not the best 2) Secret level sends you back to wrong map, making you replay two levels or clip through them 3) E2M7 has red key where blue key should be, making blue door area, which has red key behind it, unnecessary and impossible to reach 4) Can complete E2M8 w/o Cyber kill. 5/5 anyways for a very enjoyable UDoom episode. Play it!

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  • File Reviews

    • By rdwpa · Posted
      Lakeside might also be named Loopside: every major area appears on your itinerary no less than twice, no backtracking. Don't want to pick off cliff imps in the start area? Pouring bullets into a fatso too slow? Ignore those Bezos. Come back with a bigger weapon.   Though the whole arsenal minus the BFG appears at some point, I ended up replaying this and restricting my options to the berserk fist and the carefully rationed plasma rifle. Naturally that implies a lot of punching, with the motley cast -- 89 monsters, many punchable, many not -- offering a slate of tricky, fun Tyson challenges. To get a max this way, navigating a pair of hectic infight-baiting scenarios is pretty much mandatory. I loved it. It makes good pugilistic practice. There is even a {spoiler}demon to fist.   This is a speedmap, also a positive! Speedmaps have two big traps to avoid: the first is outright sucking, the second is having no ideas and half-baked content. Once they do both, I usually like them.
    • By rdwpa · Posted
      In Bricked, Rhys does nothing offensive. Over 10-20 minutes of play, depending on pace and completionism, you can expect fair and balanced combat, and a gradual ramp-up through the arsenal and bestiary, starting at the bottom and settling before the BFG and big bosses come out. I'd describe the dominant theme as "stock brown," with help from assets like computer panels, the silver starbase cluster, and CEMENT (the bathroom tile suite).   Having played many user maps, I've seen a lot of all of this before. It's okay, but little stood out. I liked the fighting most in the larger spaces, which allowed me to go out of my way to get numerous factions infighting. Interactive triggers like lifts and stairbuilders and optional switches are more common than average, and they are used smoothly (which is important, because extra machinery is simply a detriment if it's awkward and inscrutable).   Note: though the tally lists eight secrets, two are errant flags on a window sill. 
    • By MuratMikal · Posted
      Played at UV with keyboard only (as I always do). EPIC II is a very good megawad with challenging gameplay and very beautiful textures. After MAP 19 there're a lot of tough encounters, mostly with wave of chaingunners and cyberdemons in tight spots as well as frequent usage of archvile in all maps (with MAP 29 having 87 archviles at UV!).Thankfully the author gives enough ammo and powerups to deal with them, so it's fair game. However, a complain I have is in 3 or so maps the author uses teleporting cyberdemon to create artificial difficult to the player and in my opinion it's dumb enough to warrant the loss 0.5 less star. My final score is 4.5/5, but doomworld rating system doesn't allow this so I'm gonna rate it 5 stars. I will certainly replay this one and would recommend UV difficult only for advanced players.
    • By silentzorah · Posted
      Solid wad with a purple color scheme and new enemies.  Music choices are enjoyable, difficulty starts off low and ramps up considerably towards the end.  MAP07's end was a total beef wall, though.  Make sure you find all the secrets in that one if you want to stand a chance.   All around, no bad maps in this wad.  Four stars.
    • By rdwpa · Posted
      This is one of Memfis's earliest maps (2008 according to the text file), which shows in the unrefined design. The opener of a promised Episode 2 replacement, Voyage to Deimos, which never came to fruition, visual appeal tends to be highest when it's dark. Otherwise it mostly looks bland. Geometry doesn't sway from the rectangular. Floors and ceilings of sectors seem left with whatever texture Doom Builder assigned them upon creation. Years later, Memfis would specialize in an appealing, clever mode of lower-detail design, but this is more of the "novice" sort.    As for gameplay, it's straightforward warm-up Doom 1 stuff: pistol to start, 'zerk early, shotgun later; lots of imps and pea-shooter zombiemen, occasional pinkies and lost souls, the rare caco.   That's nothing groundbreaking, but I won't comment on it, because once I found the berserk pack, I decided "now we're punching stuff" and did nothing else.   Health is scarce, so the cacos are a bit tricky, and shotgunners lurk the later shadows in good numbers. Without the benefit of range, I once had to platform and then box imps point blank. A partial invisibility secret enacts a clever trade-off; it can help with the shotgunners, but it complicates dealing with the imps, both of which often commingle.     The map was uncommonly well suited to that and my punching ability, and I enjoyed myself. So 4/5.
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