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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 Rimantas · Posted
      It definitely makes Doom look darker, but also slightly changes colors (it reminds me PSX Doom). I prefer original Doom colors and miss how it looked on CRT (almost same colors as with modern monitors, but less brightness and maybe more contrast).
    • By Hypпotiк · Posted
      Great spirit/item placements, and also nice trap placements. Textures are georgeous and scream "1980's sci-fi action movie".
    • By guitardz · Posted
      Some very cool techbases with a nice texture set and pallette.  The music is pretty epic.  And it all runs in vanilla! (Or so it is said, I played it in GZDoom)
    • By Philnemba · Posted
      I honestly can't believe that this whole megawad is 100% vanilla compatible and its only the first of THREE episodic megawads! Esselfortium and her team of creative energetic mappers has done an amazing job from the unique texture set, the music, the maps & even the tweaked color palette that fits the mood of the whole thing.    100% highly recommended! 5/5 
    • By Erick · Posted
      A pretty straightforward map to run through, packing in tons of enemies in rooms both big and small. Most of the monsters you'll be killing are E1 monsters such as Zombiemen and Imps, so while there isn't much in monster variety, there are plenty of ways to get them to fight each other which I like. It might be better to try and get as many monsters to start attacking at the same time since once you get the Chaingun, not even the groups of Spectres are much of a threat. Overall though, the map is still fun to blast through if you just want to kill tons of monsters in packs.
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