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Assaryth

   (11 reviews)
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3 Screenshots

About This File

After putting in hundreds of hours of painstaking work during the summer, I got a little burned out of making wads. Coming back this fall, I've taken a new approach -- making wads should be as easy and fun as playing them. So to that end I have been selective about where I put in loads of detail and why. This is a free-form map with lots of flow and connectivity. Hope you guys have fun with it. :)


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Unknown date

  
2/5 minus one point for leaving in 3D start.

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Unknown date

  
it is much more fun to watch the clouds moving for ten minutes than playing this wad 0/5

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Unknown date

  
Weird wad indeed. Not a very good one anyway. 2/5.

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Unknown date

  
A nice little wad, not so hot when it comes to detailing, but the general playing field works out quite well. 4/5

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Unknown date

  
The design was alright; the main problem with this map is that it essentially is a 200-300 monster size map with only 100 monsters. As a result, there are a great deal of open spaces that could be filled with further architectural design or enemies. Ammo is extremely sparse, so most of the map will be spent searching for it. 2/5 -HPL

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Unknown date

  
I liked it

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Unknown date

  
Ok after a couple weeks apart from my latest baby I have to admit it stinks. Sorry guys. Now that I've finally read some criticism on my shit I will redouble my efforts to provide quality wadding. Expect Maniacal.wad in a few weeks.

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Unknown date

  
A sprawling, simple and somewhat primitive map that definitely needed more monsters. There was a grate that could be walked straight through too, which I'd consider an error. Aside from that though, I found it odd that the ammo only seemed to be in decent supply once I'd killed over half of the map. 3* -Phobus

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Unknown date

  
Weapons/ammo placement at beginning area sucks.I play UV. I encounter a cacodemon, a revenant, a mancubus and some hitscan gunners, imps and demons, but you only find a supershotgun, a rocket launcher and a little of ammo, what a pain... but atleast, the area is big so I can just run away to find more ammo......and encounter more monsters. -.- The design is plain and with some mixing style. Not bad but not good too. 2/5 -playerlin

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  • File Reviews

    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
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