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Not SO Simple

   (4 reviews)
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About This File

This 8 level .wad is made up from some wads I had made awhile ago. I cleaned them up and made them more playable. Some, but not all are death-match ready, but not tested.


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Unknown date

  
It was all right, 3 out of 5 for effort.-Candle M

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Unknown date

  
This is dated January 1996. It's understandably old-fashioned, with wonky textures etc. Like a lot of these early megawads you can tell that the author just stuck together his first few levels; they get better, but not in a linear way. Map01 and 02 are dire, Map03 is a big jump up in quality, it's not bad, but still simple even for 1996. Map04 and 06 are again rubbish, but Map 05 and 08 are decent. None of it's worth writing home about though.

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Unknown date

  
Aaaaaahhhhhh... that's the kind of map i played long time ago in my young life... whatever, this map doesn't gave a huge coolness feeling, but is very nostalgic. Is a mountain/techbase small megawad, i gave to this 3.9 stars and i reccomend you to play this one.

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  • File Reviews

    • 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.
    • By antares031 · Posted
      - Above average and interesting map design! - All maps keep the theme of the episode, thus constant. I can remember every unique map. New custom textures were used in all maps, which resulted in a beautiful look throughout the whole megawad. A few maps are just empty, because they were designed to get you out of their stations connect the levels as a hub area, giving you an interesting experience with progression. - Designer had a great idea to finish the wad in MAP25, which is phenomenal under vanilla limitations. - Above average gameplay. Trying to create a great gameplay experience, the designer put A LOT of interesting, but challenging encounters. - Such a memorable ending. Seriously, just download this wad and check it out for yourself.
    • By DoomShark · Posted
      - Below average and boring map design! - All maps looks similar to each other, thus boring, I can't remember any distinct map. Same textures are used in all maps which resulted in a boring look after playing a couple of maps. Many maps are just empty, no monsters no anything, just head to the exit. - Designer ran out of ideas and stopped at map 25, didn't finish the rest. - Below average gameplay, Trying to create a gameplay experience the designer resorted to traps, and A LOT of them, many of them are really deadly. - Anticlimactic end, Designer will kill you and throw you into the deep ocean :(  
    • By Walter confetti · Posted
      Interesting little weapon wad with some pretty amazing dehacked works like the marine spawner gun or the mines (unluckily, a little broken). Overall, a pretty interesting relic from the past, download it! Also is incredible to see that is the first review for this wad, really?
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