Da Will

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9 Screenshots

Author

ABM-87 (Detonator)[B0S], Azamael[B0S], Dragon Hunter[B0S], Dr. Max[B0S], Falcor[B0S], Lainos[B0S], P

About This File

A first wad from B0S (Best Of Survivors) clan. The B0S clan has sent you on the task to find out what happened to "Object 33", with which the contact has been lost. It is located in remote district of the Central America so be prepared for a tough way.

Credits

Dario Casali and Milo Casali for Plutonia.wad lafoxxx [B0S] for interpic & titlepic Heretic and Aleksej for testing, Jake Crusher for texts and readme.

Base

New from scratch

Build Time

05.01.2009 - 22.02.2009.

Editors Used

Doombuilder, XWE, Photoshop

Bugs

None




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galileo31dos01

· Edited by galileo31dos01

  • 4
  

Done on HMP/continuous/saves.

 

Fun mapset. Some good level designs in different shapes and length. Aesthetically, generally pleasing, using the Plutonia resources to create a sense of iwad-ness in several maps, specially with the vines texture. As a sort of community mapset, it's a mixed bag in this aspect, you can see squar-y shaped corridors with metal bars in the corners in maps from the same author, or multi-shaped layouts a la Plutonia, and even one map with more than three themes, kind of an odd in many ways. Well, maps are not always very good looking according to my tastes, and if you do some exploration/backtrack you might find visuals bugs (as HOMs), for example in map 09 in the crushers room, which looks horrible. In regards to details, expect extreme darkness in some maps, mostly as a plus feature to interesting gameplay. Anyway, if one midi sticks to my mind is the one in map 02, the rest are ok but this one is super neat, although not the best one for that map. First level has "The Imp's Song", one of my all time favs.

 

You can also expect a bit of Plutonia gameplay here, but it's mostly concentrated in the first map. It's a mixed bag in terms of combat too, the variety is pleasing to me, and you get incidental combat in the majority mixed with a few teleporting enemies here and there. Tight quarters with enemies is very present, specially in darkness. Progression is what rubbed me wrong way in some maps. While I appreciate non-linearity, I can also be fond to linearity if there's always a way to get back to previous areas, in case I missed a secret or decided to skip it for later. That's not the case here, and I found myself having to idclip near the exit, to look for those skipped secrets. It could be a matter of preferences, I simply don't agree with that design choice. Whatever... also expect some confusing switch-hunts, particularly in maps 03 and 05, but this something I am fond of (uh, preferences part 2 :P). 

 

Returning to the secrets topic, no complains, except for a couple that I could not find in the last map, and I think one of them is unreachable. There's a troll secret in map 06, well, there could be something else if you keep an eye...

 

My favourite map is 01, (hey, first time a starter is one of my favs!), and also maps 03, 05, 08 are in the list. Map 10 could also be if it weren't for those secrets, but on the very very very positive side there's no IoS! The others are ok and so so. 

 

Overall, fans of Plutonia might find a couple of gems here, although I still recommend it for varied easy-medium gameplay. And don't forget this runs with PLUTONIA.WAD, using PrBoom+ complevel 9. My rate is 7/10. 

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trrobin

  • 4
  
Nice map designs and items placement with enjoyable and challenging gameplay without being frustrating. An all around good wad.

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NuMetalManiak

  • 5
  
interesting, so this is where [B0S] started.

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Unknown date

  • 5
  
Excellent set, good gameplay and music. 5/5

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Unknown date

  • 4
  
Very good job! 4/5. The best maps in my opinion - 1,3,8,10 i didn't like 2,7 - they are very weak!

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Unknown date

  • 2
  
Meh.

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Unknown date

  • 5
  
Another really good mapset this early in 2009.Good gameplay & plentiful health/ammo make this fun to play.A worthwhile download with good re-play value. I give this a 4.5[5]/5 based on how pissed off I get when I die.[The more I like it,the more P.O.'ed I get] I got ROYALLY PISSED a few times!-d.d.koop

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Unknown date

  • 5
  
Good job! It's really interesting wad for classic loveres.

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Unknown date

  • 5
  
Excellent! The maps are very good, sometimes too hard but that's the challenge. Note that this is for plutonia so don't complain if you get checker walls. One flaw though is that you just randomly placed ammo inside short hallways, I found myself picking a box of shells while having 98 shells more than once. :/ Besides for that one, well worth the download. 4.5(5)/5 - Moti

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Unknown date

  • 5
  
Nice Wad, 5/5. First Map is best, 3 is too looooooong.

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Unknown date

  • 5
  
Good job. Several maps are made in plutonia-style. Several like doom2-style maps.

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Unknown date

  • 5
  
Excellent set. Cheers! 5/5

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Unknown date

  • 3
  
Mixed bag but some maps are definitely fine. Nice music also. 3,5+/5 in sum. Worth at all for the good/v.good maps.

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Unknown date

  • 2
  
First map is good, next maps is bad. Many copypast in 2nd and 7th maps, in 4th map awful lag with block monsters line, in 10th map lag with lattice texture... Only 2 stars.

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Unknown date

  • 3
  
Map 03 is THE BEST!

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Unknown date

  • 4
  
map03 == (map01 + map02 + map04..map10) * 10 4 stars

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Unknown date

  • 4
  
A fantastic set of 10 levels for Plutonia. You guys have real talent! The level design is precise, and the gameplay is challenging, but fast and tight. Good ammo and health placement throughout. A strong 4/5. recommended.

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Unknown date

  • 5
  
Great wad i like it -David

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Unknown date

  • 5
  
Cool gameplay!

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Unknown date

  • 5
  
map03 and map10 are excellent

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Unknown date

  • 5
  
Nice job, guys! I mark it with 5

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Unknown date

  • 4
  
4/5, no 5/5 because you need plutonia wad to play it, and I have it but it's unfair to the people who don't have it.

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Unknown date

  • 5
  
It needs complevel 9. Awesome set, 5/5.

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  • 4
  
A definite mixed bag; fortunately, it definitely isn't empty in terms of treats. Map01, 03, 08, and 10 are good/very good, and that alone is worth downloading the pack for. Unfortunately, the other maps are not as good, some even no better than average at best (Map04 maybe even below). But nothing is terrible, and the four good maps certainly are enough for me to recommend this. 3.5/5; I'll be nice and give it a 4. -Do0minat0r

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  • 5
  
Really good. ;)

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  • File Reviews

    • By Killer5 · Posted
      The following review is comparing Combat Shock 2 to today's slaughter wads.   A pretty good wad overall. There are some design decisions made in the larger maps that make sense from an open-endedness design perspective.. but honestly I decided that it really detracts from the experience.   The following descriptions are from my play through on UV, using pistol starts, and no saves.   Map01: One of the best maps in the wad. There is very little downtime on this map and there is almost no tediousness cleaning up any of the fights. There are some filler moments but that is to be expected on Map01 I guess.   I wont talk too much about Map01 because there isn't much that I really dislike about it. It is Map01 difficulty.. but still threatening (albeit not lethal) and has a great start and a great final fight.     Map02: This map is quite slow in comparison to Map01 and introduces some of my complaints about the design decisions made in some of these maps. It seems a lot of maps follow a design decision which gives the player complete control over how the player wants to play the map. Unfortunately if the player is playing blind then the player will most certainly not be running around trying to aggro everything with reckless abandon.. but instead trying to survive. This means incredibly slow gameplay.   My first experience with this map was quite a stale one. I had plenty of room to move around at all times.. and was able to take every fight one at a time (none of the fights are really threatening on their own save one which I will get to). This one fight involving tons of pinkys, a cyb, mastermind, and hks can be cheesed completely but simply running out of the area. It is quite obvious that you can leave the area immediately so I can't really say it is cheese.. just a design decision to allow to quicker play if the player wants. I think this is fine if you want to open the map up for speedrunning or something.. but it is something that really made a poor experience for me when I didn't go into the map with a mindset of aggressive play.   The final fight is really great. Making 3 monsters threatening is kinda hard and Danne pulls it off well with 2 viles and a cyb.     Map03: Incredible map. I really enjoyed how my experience was made harder or easier depending on the decisions I made at the start of the map. Sure you can get rockets early.. but that rocket fight is quite hard because of specters, and viles in a close quarters fight. I found that I could actually get plasma first.. and then return to the rocket area with plasma. This made the area easier and gives the player something to think about when playing the map. Great stuff.   There are these groups of lost souls that appear when you raise the platforms leading to the final 2 arenas.. all they did was make it a bit more annoying to kill the hks (I just took an extra 30 seconds to kill the lost souls prior to dealing with the hks).   Final two fights are fun. Especially the final area.. pinkys + cybs is always a fun combo.     Map04: This map is half good.. half incredibly tedious cleanup.   The first half is fun.. you get an awesome fight with imps/mancs/cacos/cybs in a medium size area. Very easy to get blindsided by fireballs/rockets here. The following bfg fight is also really great. You need to sort of figure out how long you can be aggressive vs the viles while still finding room to escape so you dont get cornered. The mastermind usage during this fight is insanely good too. Probably one of the best wandering masterminds I have seen in a map.   Unfortunately the map slows to a crawl after getting to the next large area. While it is INCREDIBLY easy to eat errant cyb rockets at the initial reveal of this room.. it is complete circle strafe for your foreseeable future. I assume this area would be fun to speedrun.. but again casually this room is kinda meh in my book. The vile horde at the end is also quite stale since there just arent that many and the viles just sort of funnel towards your bfg. ezpz.     Map05: Another map which falls victim to the open ended gameplay trope. There are many fights here which would be fun if you were going to play the map fast.. but playing slow it is an hour long map consisting of a long grind with almost no threat.   The start is full of areas with very low threat and a very high monster count.. I don't really have much to say about them individually except that they didn't kill me. Eventually after grinding through many nonthreatening fights you get to the bfg area. This area looks great and has some great platforming to get the bfg. Unfortunately the bars which prevent you from leaving open immedately. I don't really understand this design decision unless you are just trying to allow people multiple ways of playing.. if you want you could just jerk off and spam rockets until you win. Hardly any threat in this area and almost no reason to use that big fucking gun you just grabbed.   The final fight is also a slog playing casually. The meat of the room is triggered by a switch.. but if you dont want to hit the switch then you can just circle strafe for days while the center of the room kills and mancs on the outside of the room kill each other so then when you hit the switch.. you have almost no threat from the group of monsters which are spawned from the switch press.   Quite an easy/grindy map. It overstayed its welcome. But it looks phenominal.     Map06: My favorite map in the set. Almost everything in this map is good. There are a couple incredibly trivial fights later on if you know how to use bfg well.. but luckily these fights don't last long. The finale is kinda meh casually.. but it still isn't free so I ended up liking it. Great map.     Map07: Bonus incidental combat map. I enjoyed the larger area around the yk door.. but everything else is whatev. Not really a fan of this map.     Overall: A solid slaughter wad made in the vein of Sunder. C-shock 2 is definitely easier than Sunder and in some maps outmatches Sunder in gameplay and quality (Maps 01, 03, 06). C-shock 2 is also completely void of incredibly offensive maps such as The Cage. As far as slaughter wads go c-shock 2 is a must play and is a huge improvement over the original c-shock. 4 stars.   Also.. it is really fun seeing wads made from 1/2 of the Sunlust/Italo team. While I think Danne improved a lot as a mapper his early maps still pack quite a punch.
    • By Cacodemon345 · Posted
      Pretty solid megawad. Everything about this wad is simply excellent.
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   Ever wondered what is that "slaughter" thing that everyone talks about?... Here it is! Well, a part of it, and if you are totally new to this genre, you came to the right place. This is a very fun wad in many aspects, not just the slaughter component but also visually, almost every map is placed in a different theme: starting from ruined techs entering to snowland, then arriving to a gothic fortress and, well more gothic/hellish environments, culminating into a massive dark underground (gothic of course) citadel, which has top notch detailing (and no, details do not interfere with gameplay, I assure you). I quite appreciated this variation, and I have to admit that hordes + gothic textures are a great combination. Plus, the soundtrack is amazing, some strong and some smooth tracks depending on the case, I particularly loved maps 08 and 12 midis as they are more quiet yet fitting.    The combat component is pretty consistent, usually offering hordes to slaughter in multiple ways, with a moderate demand of crowd control, trap-based or not. One of the most common ways to handle the situations Rush provide is via circlestrafing + infighting, periodically removing what gets in the way. I preferred the occasions in which you must shape the scenario to be able to control the herd, which required some quick reactions and movement skills. In terms of progression, save for maps 06 and 12 that are more complex, the maps are fairly linear and easy to understand. As far as monster placement goes, revenants can be nasty in this wad, in companion to hell knights for your typical infighting shows. Yeah, mid and high-tiers in the majority, and rare presence of former humans, leaving the hitscan action into your hands, and a few spiders scattered in the set. Plus, there's a new mancubus a bit tougher and creepier than the ordinary, not an outstanding addition but something to be alert of. Archi made good use of the areas to put pressure not only from the monsters on the ground but from a considerate number of turrets. He also didn't abuse of lock-ins, so don't be surprised if you can leave and camp behind a hole, but expect to find more stuff ready to punish you for cheesing. When it comes to my personal highlights, I share some of Alfonzo's ones, particularly his last point, that was hilarious as one second I was exploring all cool all relaxed and the next one I was running in panic on lava like oh shit!. I'll also add that part in map 10 where I was pushed against my will into a room with monsters on grandstands, it was so funny.    Secret-wise, they are the usual different/misaligned-texture with a power-up or weapon inside, but there are also secret telefrag chains to save ammo, and secret fights!. The most complex map (12) has the hardest-to-find ones, so pay attention.    For favourite maps I'll pick 01, 06, 10 and 12. Unfortunately the last one has a bug that prevented me from exiting, otherwise a gorgeous map. No disliked maps.    Overall, I found it pretty accessible to anyone with enough experience in the game, so give it a try, at least on HMP, it's fun and worth of replay. Of course, avoid it if you hate hordes, after all, it's not the author's fault if you don't take a second to read the description ("boom-compatible slaughterish maps", yeah it's pretty clear to me), or play something else... My rate is 8/10.
    • By Bauul · Posted
      Four small, slightly surreal maps from Obsidian.  Similarly styled, these are short, taught, oppressive experiences where you navigate around the small (often vertical) areas finding switches to expand the play-area.  Each new lever introduces a new hostility to the area and requires a new strategy to beat.  It's not a hugely dissimilar experience to the more creative constructions found in various Confinement wads.   What really lifts this mapset is an excellent adhesion to a strong, well-realized atmosphere.  The maps give you the sense of being part of some strange experiment, with the small maps feeling at times like some kind of hellish test chamber.  The music, textures, architecture and even difficulty settings all come together with strong cohesion, and lend the mapset a personality that's only emphasized with it's well-suited name: who are what Tink is remains an unanswered question, not helped by the slightly creepy final epilogue map.   Some of the fights don't flow quite as well as they could do thanks to the small play space, but overall a very enjoyable little collection.  
    • By Fonze · Posted
      Adorable is a word I'd agree with for this wad and will start my review with for the purpose of extending the power of the subliminal advertising here.   Unfortunately, this wad is small and limited in resources, so even trying to look at this in the light of wads that don't contain maps still has this wad coming up short. Would love to see the author take these assets, add some more, and learn about map design in the advanced GzDoom engine, as this has potential and it would be cool to explore some more areas with this going on.   Definitely give it a download and a quick look, if just for how cutesy it is :D