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Coop Build

   (29 reviews)
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About This File

Toke's coop wad! Have fun playing it. R.I.P. Toke!


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Guest

  
It is not able to play normal. Piece of shit.

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NuMetalManiak

  
slaughtery action with a few coop-only moments. there's actually no MAP25 by the way even though it says MAP01-26. crazy megawad.

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Guest

  
I heard a lot of great things about Dylan but sadly never got the chance to meet a nice person like him I wish he was here with us now, it would be fun to be around someone like him. I feel bad for every single nice person who passed away... rest in peace Dylan (toke) hopefully we get to play doom together in heaven

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dg93

  
Good for it's time. It's a shame that Toke passed away back in 2006.

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Guest

Unknown date

  
So many good memories about this maps, When i first started playing multiplayer doom this was the very first .wad i consumed to the bone. RIP Toke

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Guest

Unknown date

  
A true coop classic. Check it out! 5/5 -r_rr

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Guest

Unknown date

  
I liked it - COOL - TOKE - for some maps, I like how they play with only a few players, while on other maps I like how they play with up to 16 players. Also, some maps are even fun in single player (with and without deaths, and sometimes reality).

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Guest

Unknown date

  
Good wad for ZDaemon players.

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Guest

Unknown date

  
Toke. 5/5

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Guest

Unknown date

  
This was fun back in the day, good if you like mindless blasting, copy pasta maps and some fun co-op 'hold the door' puzzles, but not your cup of tea if you like something with more depth - 3/5

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Guest

Unknown date

  
Legendary . 5/5

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Guest

Unknown date

  
These were the 1st set of custom levels I played when I made my way on to ZDaemon many years ago. Can be fun until some South Americans join the server. 4/5

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Guest

Unknown date

  
This is very good, and the levels are much more clever than basically all of the other slaughter wads. Actual effort was put into this wad, and even if it was tragically left unfinished, what's in here is still a blast to play in coop. Used to play this on Skulltag a lot back in the day. 5/5

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Guest

Unknown date

  
Toke. Nuff said. 5/5 -EarthQuake

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Guest

Unknown date

  
boring, orrible

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Guest

Unknown date

  
Haven't played it in coop (it's necessary in order to open some doors) but seems interesting 4/5 - optimus

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Unknown date

  
gtt pays respect-way cool wad ,managed to cycle all 32 levels once or twice without dying once,(too keep bfg and own-made coop into personal survivor mode :) took 4 years or so to learn though :) prolly most popular coop wad of all time IMO in terms of player numbers and time spent by many playing it :X ;love ya bitches

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  • File Reviews

    • By Forli · Posted
      I'm just writing this review to let everyone know that you are supposed to run this choosing the original plutonia as the iwad and not doom2, or else (on zdoom at least) the plutonia textures will be shown as black and the midtextures will not be drawn at all, causing confusion since the blocking lines are still there. I made that mistake the fist time I played this wad.
    • By Herefornow · Posted
      We need a full remake of doom 1, but in a doom 3 style.
    • By kfpopeye · Posted
      Expected more from the makers of Plutonia. The use of an all black texture almost everywhere didn't do much for me and the use of player blocking lines just made it confusing when running from a horde. Couldn't pass level 29 without using no clipping because the final steps were too high.
    • By 666shooter · Posted
      [HMP, Continuous w/ pistol-start mindset, regular saves]   I went into Requiem with relatively low expectations. Having not been thrilled by the Memento Mori series and having just come off playing the superb Alien Vendetta, I expected a solid if relatively forgettable megawad with desgin concepts in the old school. In many ways I was pleasently surprised: solid map design through about the first 20 maps, a Quake homage in Map 31 that made me smile, a few obnoxious encounters due to tight spacing and poor distribution of the Sshotgun, okay, but better city levels than the IWAD, so that was nice. Map 15 was frustrating to navigate and Map 18 actually forced me to restart since I saved after the red key, but no real bs otherwise. But then came Map 21: Be warned, it is possible to softlock yourself out of the lift in the X room if you are backtracking; upon restarting I found the switch to lower the panel in front of the red door did not work and remained "active" and non-function despite repeated Uses. I would recommend an updated version of this map because this simply wasn't acceptable. (For reference, I was running this with GZDoom 4.1.3; your mileage may vary.) Nor was Map 24, as commented below. After the grueling and frustrating Map 23, this almost made me want to stop playing the Wad or at least skip this one, which would be a first for me. Not enough ammo, revenants and a few more revenants, the only nice thing I have to say about this debacle is you will learn just how effective (of often inneffective) that stupid chainsaw can be against enemies that can do over 40% damage in one hit. Not. Good. Design. But there is hope, as Map 27 is one of the nicest vanilla Maps I've seen in one of these older Wads (The Labs of MM 1 notwithstanding), and its winding journey almost redeems the package to the finish. The unfortunate and clumsy Icon of Sin encounter at the end of Map 23 aside, I found the final map mercifully short and I appreciate the little bit of lore in the text file giving us a semblence of an "alternative" final boss. Overall, worth checking out for several of the maps here. A compliment to map 20 while I'm here- short, sweet, and nice outdoor environment design w/ vanilla assets not unlike Scythe meets Plutonia. A few bumps with the weapon placement and some points off for 21 and 24, but a solid recommendation going in forewarned.  
    • By spd7693 · Posted
      Oh, Requiem... What to begin with...    Outstanding frst 15 maps and if that design, gameplay and combat was more consistent in the further levels, I would have given 5! But it drops off quite a bit from map 16 onwards and becomes a jumbled mess of maps. Considering the difficulty I faced in Memento Mori 2 I expected Requiem to be even more difficult than that. It was, but only until map 15 and from then on it became a relative cakewalk. Well, not completely though. There are a few tough monsters and still maps are difficult from pistol start. The second time I played it I felt like I liked it more, but rage quit on map 27. Iikka Keränen, please put more ammo!    The lack of ammo frustrated me from map 22 onwards. The wad intends a lot of infighting, which is in a lot of cases impossible, because of big groups of monsters of the same kind and/or often presence of arch-viles. There also aren't many crushers that can help the player kill monsters easier and there are a lot of long-distance enemies. The lackluster of ammo is definitely map 24. It has only 40 shells, a couple of rockets and a small patch of plasma while 60% of the enemies are revenants and there are a few imps and hell knights. It has no single corner where infighting is possible on top of that. Oh, and it comes after map 23 which is an ammo eater due to the presence of an Icon Of Sin fight. It's manageable until map 27, but no further than that. Compare that with how many shells the player was spoilt with in Memento Mori 2. In MM2 the rule is that if you have no shotgun ammo, you're dead.    Fighting was OK. I expected a harder wad, but still the fights were OK. Some were forced, some were tedious. Basically the problem was again, you can't really infight beefier monsters.    Yeah, map 24 Procrustes Chambers is my least favourite. In fact I hate it more than I hate The Chasm! Hey, another time I don't like map 24. Coinsidence? Is it that I hate this number or this number hates me? Speaking of The Chasm, map 19 is also bad. Not to mention the design flaws, but also that twisted cubic staircase platforming in The-Chasm-style? Will there ever be an end to ledge walking as a gameplay gimmick?    Visuals were perfect and very interesting. This is one thing they did well.    Maps ranking:    Hatred - 23  Cursed Kingdom - 27 - next time I play it I may be more careful with the ammo  Last Resort - 15  The Black Gate - 10  The Portal - 14  Den Of The Skull - 21  Town Of The Dead - 13    A lot of levels though had the impossibility to get 100% kills and/or secrets. And Den Of The Skull is unique in that aspect. 100% kills - impossible, 100% items - impossible and guess what - 100% secrets impossible! People, when creating maps, please make everything the player can take accessible. I found out you actually can make 100% kills possible, but you have to use a map editor. And if to fix one map, why not fix all of them? I don't think it's legal.    Bottom line: What could have been. I don't care about the visuals. If this wad was harder than MM2 and had all kills and secrets accessible, I would have given 5. And of course, if it had better ammo balance. I must give three. I gave MM 4 and I gave MM2 5.    PS: Mark Klem, if so many designers left the team, why the heck didn't you create a single map in this wad? Base Exposure is one of the best maps I've ever played and I definitely would have asked for more of the same! 
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