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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 Asking4Id · Posted
      Has some things going for it, clearly a step above wads that are unplayable. However, the author forced mouselook off (a decision I disagree with) so I didn't have as much fun as I might have.
    • By Walter confetti · Posted
      A really interesting level, pretty intricate and with a strong exploration key on the gameplay. Also really good theme and design of the map, really enjoyed the sector arches and detail touches in the map... I really enjoyed it!
    • By rdwpa · Posted
      A reader skimming the Doomworld Files listing might be taken for a ride. March 8, 2013. WadEd??!! AOL???????????!!!!!!!!!!!!!!!   Rest assured, reader, you're not in an alternate universe; this wad is squarely of '90s vintage (1997 if we trust the timestamp), with its submission to the archvies delayed for an epoch, as often happens.   It is one of those wads that replaces some of the sounds simply because that was a cool thing to do. Pinkies chomp at you like they have robot teeth. Weapons have a Star Wars "retro future" feel to them. Lost souls squeal like demented young girls.     The map is a tangle of hallways and paths that crisscross, dressed in austere visuals. Progression doesn't grant a wealth of options, but it feels intricate nonetheless because of the map's consistent unfolding and unraveling. 
      What quickly stands out about the combat is how relentlessly trappy it plays out. Not in the newschool sense of "staged key fights" but of unexpected closets opening up to more closets, of lifts suddenly plunging you into hostile fire, of quick doors that blaze open and expose caged archviles.   Patrick Smith is out for blood.
    • By riderr3 · Posted
      Good visuals to stare at, but in many maps there was some imbalance in difficulty, busting with hitscanners, as well as narrow passages-bottlenecks with elevators that can block player. In addition, I never found a chainsaw for the entire episode. As well there are scarcity of the secret places.

      I'd also like to see the incarnation of MAP20: Gotcha in a similar style. Nevertheless, this map is more suitable for the third episode and is essentially considered a transitional one.
    • By Misty · Posted
      It's not really that great as people are trying to be make. If we strip down all those models and other effects, we will find that map set is actually looking like any other early-mid 00's set + all those misalignments with questionable incidental combat... I guess, for quick fun it's viable.

      3/5 stars, because it seems it's one of those rare jdoom/doomsday wads, but you can freely run on gzdoom or any other port which supports jdoom/doomsday things. 
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