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Revenge: a classic DOOM experience

   (20 reviews)
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5 Screenshots

About This File

Since the first encounter with Hell dimension took place, space marines began to engage in a long and hazardous series of missions against hellspawn. Let's see how the standard UAC arsenal has changed during all this time...


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Guest

Unknown date

  
Is there any reason that no weapon mod that includes reloading has you automatically do so when you run out of ammo? Also, reloading _really_ isn't needed for single-shot clips (rocket launcher, SSG). All it does is force a second button press when you could just give it a slow firing rate.

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Unknown date

  
The weapon wad wasn't too shabby. I liked the plasma based guns. The only issue I had was the reload portions of the weapons. The double barrel really didn't need a special reload function; keeping the classic Doom style would be better. Also the auto-rifle, I think just giving it a slow firing rate would be better than having a frustrating moment of slamming the fire button trying to get it to fire. You've got potential, just rethink a few things about the guns. -Alando1

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Unknown date

  
Nice and very polished. Too bad the internal textfile says it's for GZDOOM 1.0.29, while I only successfully managed to run it on a more recent version... 4/5 -Maceo89

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Guest

Unknown date

  
great if your looking to add a level of complexity to the game 4/5

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Unknown date

  
Good mod for doom. I prefer Zero-Tolerance and Doom3 Experience, but this is very good too. You can change manual/automatic reload (I saw a comment before that say he don't like manual xD). 4.5/5

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Unknown date

  
agree with newstuff review on annoying reload - but good use of recoil effects and screen shakes for weaps feeling. 4/5

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Guest

Unknown date

  
it is a ripoff! 1 out of 10

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Unknown date

  
Could be better, but overall not bad. 3 Stars.

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Unknown date

  
Good weapons/monsters mod, but I don't like you must manual reloading when you run out of ammo. No current ammo count display on GZDoom' althud is not good too, I perfer use althud so it's annoying me. Other things in this mod is OK. 4/5 -playerlin

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Unknown date

  
Nice companion for classic Vanilla maps. I like the way you kept it simple and added subtle novelties altogether, just like older GZDA versions (still the best, but a bit over-featured lately). 5/5, if not for the overall package quality -- x_MaimerFagen_x

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Unknown date

  
Graphically-wise it's quite inferior to your other mods, but gameplay does not suffer at all from this. The technicalities about reloading are pretty interesting, too. -FD

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Unknown date

  
4/5 It's not bad.

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Unknown date

  
So cool... and yet, so unplayable. :( 4 stars for solid production values.

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Unknown date

  
Bleh.

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  • File Reviews

    • By E.M. · Posted
      This right here is one of the oldest joke wads ever made, and its parodies of bad map design are still relevant to this day.
    • By SilverMiner · Posted
      The soundtrack is coherent thruout the whole
    • By LateToDOOM2020 · Posted
      No idea how this works Its doom magic!
      Very cool
    • By Philnemba · Posted
      Ok not going to lie, but I thought this shitpost megawad was made last year and NOT from February of 1998 which also technically predates the original Mockery wad by a few months 👀!?
    • By Catpho · Posted
      The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.   Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.   The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.
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