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Brawly of Brownys

   (18 reviews)
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About This File

A good looking little level where you must kill the Brown guys and then the hanging toys before the exit is seen. You will have fun playing this.


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Netherstorm

  
Wow...like, really?

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Unknown date

  
Ruba's descriptions more than make up for the WADs, reading the .txt is practically half of the fun. 3/5 -Maes

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Unknown date

  
sucks ass 0/5

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Unknown date

  
LOL Ruba please stop making levels if you are not going to even bother making a decent level. But you never listen to reviewers, hence we are all "bugs." 0/5!

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Unknown date

  
Fun start and then boring trying to kill the keens in the doors 1.5/5 - Optimus

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Obsidian

Unknown date

  
It's certainly better than 1994 maps, I'll say that much! :P - Obsidian

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Unknown date

  
Pretty Awesome. 5

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Unknown date

  
Utterly horrible. Ruba stop making levels! - 0/5

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Unknown date

  
The usual rubbish from this idiot that has no idea and will not stop.

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Unknown date

  
Just a testlevel... 1/5

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Unknown date

  
Garbage

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Unknown date

  
This was no fun to play.

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Unknown date

  
just wow.

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Unknown date

  
wee, another ruba wad! This time doesn't like me really much but oh wtf 2 stars and 1 plus 8 makes 9 lol

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  • File Reviews

    • By E.M. · Posted
      This right here is one of the oldest joke wads ever made, and its parodies of bad map design are still relevant to this day.
    • By SilverMiner · Posted
      The soundtrack is coherent thruout the whole
    • By LateToDOOM2020 · Posted
      No idea how this works Its doom magic!
      Very cool
    • By Philnemba · Posted
      Ok not going to lie, but I thought this shitpost megawad was made last year and NOT from February of 1998 which also technically predates the original Mockery wad by a few months 👀!?
    • By Catpho · Posted
      The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.   Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.   The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.
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