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Killing Adventure

   (102 reviews)
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About This File

This is an all new a 32 level episode for doom2. You must adventure through many unique worlds killing awful monsters along the way. When you play this in Zdoom you get all the level names. I learnt how to use mapinfo, add new textures and add new music. The first 11 levels are on the ground and then you go into space before heading into a vivid colorful world of beauty. Many arch guys and barons and blue enemies and demons will try and stop you but you have plenty of firepower to protect you. It took me 4 months to make this and I back this up on my memory card everytime I made a level. Thailand monsoon lightning struck powerline and my laptop was fried but got it replace with warranty. After that I finish off the Killing Adventure and I drew the pictuers and the titlepic and got it scanned at my cousins house. Took me 3 hours to figure out but got it into doom finaly. I hope you enjoy the killing adventure and I also made the skys too.


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JudgeDeadd

  

Not really that funny, and not particularly fun.

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Xyzzy01

  
Noice

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Nems

  
Good shit.

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sandmanbrasil

  
That's really fun to play

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Combinebobnt

  
not funny and not good

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stavros_sk

  
Not a bad episode for those who want to play something simple. The levels are short and simply designed and it also contains some really nice calming music. It gets 4 stars because of the music.

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Guest

  
Completed kills 100%, awesome wad!

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Guest

Unknown date

  
This is a typical wad by Ruba, this time a megawad, it seems. The maps are all half-decent, but I must say the intermission texts are a must read. 2/5, +1 for those awesome story texts that gave me a good laugh. (3/5) - Moti. Also, I don't give 5/5 to every wad I see, Mr. trolling dipshit. ;)

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Guest

Unknown date

  
The best map in here was Grey and Easy = archvile jump.

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Guest

Unknown date

  
1 star for re-creating an immature person's first map very accurately, but that is all this mod is worth. I played the first two or three maps, and quit.

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Guest

Unknown date

  
Funny and MAP31 is pretty good.

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Guest

Unknown date

  
This is one of Ruba's better maps, but that's not saying much. That's like saying the shit I took yesterday was better than the shit I took the day before. Yeah, it's an AVGN-fanboy comment. Sue me.

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Guest

Unknown date

  
I agree with Optimus. Simply a Masterpiece!

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Guest

Unknown date

  
ruba ,like terry, is mapping god 5/5

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Guest

Unknown date

  
Sort-of jokewad. Author shows a lot of technical skills, and knows how to create ambiance. But he is not good in creating a good map layout, and the gameplay of these maps is, nofi, almost hilariously poor. Which is súch a pity... Overall average: small meh instead of awful because of the amount of work.

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Guest

Unknown date

  
I fucking love Ruba.

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Guest

Unknown date

  
the intermission screens are full of typos. there should be some sort of patch made to correct these errors.

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Guest

Unknown date

  
This is basically Paul Corfiatis' New Adventure, but executed better. 3/5 because it's still no mock 2.

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Guest

Unknown date

  
The hilarous thing is that this is more fun to play than a lot of serious projects that come out.

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Guest

Unknown date

  
5/5 would cum again.

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NuMetalManiak

Unknown date · Edited by NuMetalManiak

  

a very mixed reception shows how people feel about this one. the more professional players want something that doesn't have a story shat out of a buffalo's anus and not filled with typos, weirdly-textured maps, and pictures of George W. Bush in some maps. yet when you play this, you can easily tell this is not a megawad to take seriously. it sort of straddles the lines of being a jokewad due to some of the things I mentioned, but each of the maps is entirely playable without cheating and if you get past the design quirks and other shit guess what, it's a load of fun gameplay wise. many of the maps have some different themes, like MAP11 and MAP17 dealing with lots of verticality, while MAP18 has several arch-viles and MAP29 having literally a hundred demons. we got some full-blown slaughtermaps too in MAP13 and MAP31. there's a bit of repetitiveness in these maps, and quite a few with SS soldiers which just don't fit, but you can expect to have some silly fun with this set.

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Guest

Unknown date

  
Vomit nothing funny .....

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Guest

Unknown date

  
This wad is hardly a challenge, but some levels are quite fun. A nice break from all those serious difficult-as-hell wads. Some levels are a bit boring and repetitive though. Music isn't too bad. I had a few good chuckles reading the intermission texts and those strangely worded misspelled level titles. Map design could be more interesting, but as I said, it was nonetheless quite fun.

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Guest

Unknown date

  
It's not that great. The maps range from average to bland. Also, what the hell is up with the story? It's really weird. You sure like to state the fact that you like women alot and are not gay. Are you trying to compensate for something?

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Guest

Unknown date

  
Some maps are good/decent, but not all, and it may to hard in UV diffculty. Map30 is NOT fun I think, 35 archvile in a room, it pain my ass. Intermission texts are funny. 2.5/5 -playerlin

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  • File Reviews

    • By MuratMikal · Posted
      My comments are regarded to these maps and the rest of the 8 maps found here = https://www.doomworld.com/files/file/18251-zdmp2014/
      I've played all maps on UV. The big majority of the maps are good, but some really stood out. Maps made by Dhu Man Yhu, Walter Confalonieri, sincity2100, Jaws in Space, FireSeraphim, Eradrop and Toxie Rocks are really nice, worth downloading just to play these. All the other maps are fine with exception of 3: BloodyAcid (couldn't play due to lag), Dobu Garu Maru (too long and confusing) and Obsidian (a puzzle map - not my cup of tea).
    • By Gokuma · Posted
      Not five stars compared to modern maps.  Despite the late submission year, this wad dates back to May 29th, 1994.   I got it on an add-on CD in 1995.   Five Stars for its time to bump up the average as this was one of my favorite classic wads of its time... So much so I messed around adding scripting with more switches to manipulate a spawn number by its digits and spawn whatever there's a number for.   And here are those scripts for seven different switches to execute, though I recommend limiting selectible numbers.   And you could do something more involved like summon groups of monsters and implement the thing hate command to make them fight. #include "zcommon.acs" int haha; SCRIPT 20 OPEN     {     haha = 154;     }          SCRIPT 23 (void)     {     haha+=1;     printbold (d:haha);     }      SCRIPT 22 (void)     {     haha+=10;     printbold (d:haha);     } SCRIPT 21 (void)     {     haha+=100;     printbold (d:haha);     } SCRIPT 26 (void)     {     haha-=1;     printbold (d:haha);     } SCRIPT 25 (void)     {     haha-=10;     printbold (d:haha);     }      SCRIPT 24 (void)     {     haha-=100;     printbold (d:haha);     } SCRIPT 27 (void)     {     printbold (d:haha);     Thing_Spawn (random(3,6), haha, 0, 7);         }
    • By JudgeDeadd · Posted
      A cool ZDoom mapset with well-balanced new monsters, good music, and of course the star of the show: the new arsenal. I'm not the fan of the difficulty at some spots (did I miss something in map04 or is it meant to be an ammo-starved slog?) but when you've got the full arsenal at your disposal, the gameplay becomes really fun.
    • By stevenaaus · Posted
      Awesome Doom 2 chaos with a fresh look and weapons. Cheers The new weapons remind me of Q1 Malice. Loving the chainsaw replacement.
    • By Erick · Posted
      There's definitely some ideas put into use here, but the result is rather sloppy. You start off with three teleporters in the first room, so going in blindly, I couldn't tell if I had to take one teleporter first or if I can complete the level in (almost) any order. To sum it up, you have to go through these teleporters in a linear order to complete the level, otherwise you'll be greeted by locked doors that serve as a reminder that you're going the wrong way. The level itself isn't overly confusing, but coming in the gauntlet room unprepared left a sour impression.   The majority of rooms are spacious and not very pleasing to look at. You'll see big open rooms with dirt and marble textures placed throughout, and aside of the pentagram room with Spectres and an Arch-Vile at the center, the map just boils down to dull rooms and hallways you can run past through. With good use of powerups, you can get by most threats without an issue. There's some bits of carnage, but the overall gameplay feels plain.   A little heads up, but when playing on a ZDoom port, the teleporters at the start of each area will teleport you to a random destination. That is because their lines are zero-tagged teleport actions, meaning they will teleport you to any destination placed on a zero-tagged sector. This can make the level more confusing to complete as you may end up in an area you aren't supposed to be at. When playing in vanilla, these teleporters will always teleport you to the start of the level.
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