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squipple

   (12 reviews)
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Short map based on a design i made on notebook paper in the mid nineties


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Unknown date

  
Wasn't that bad.I got through it on HMP.Just had to work for it at first,but you finish with extra ammo and a mega-armor.3*-d.d.ko op

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Unknown date

  
This is dated January 2010, although the layout is apparently much older. You fight 72 monsters in a simple concrete dungeon; it's short and generally inconsequential. The ammo balance is odd - lots of rockets, very little of anything else, but you get a berzerk pack and most of the baddies are imps and demons, so it's not hard. One mancubus, one baron of hell, but as I say you have loads of rockets. Doesn't amount to much.

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Unknown date

  
This wad really tries something different with expected Doom conventions. You're not supposed to have lots of ammo, you're not supposed to be shooting for max kills. The lack of ammo lends a feeling of desperation as you struggle to deal with a Baron with nothing but your fists and harsh language. Also, I love that there is no shotgun. Doom maps tend to rely too much on the shotguns. It just needs more texture variation. -ww 4/5

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Unknown date

  
bold. i like it 4/5

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Unknown date

  
I liked this map. It has some nice challenges and ammo that are just right, simplistic design with nice little details (maybe not too detailed but just nicely done and has the atmosphere) and a lot of playing with chaingung and berserker (I found the bazooka secret at the end, there is no way (except of jumping) to get the shotgun). It finishes in a short time. Nice small level. 4/5 - Optimus

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Unknown date

  
No shotgun, but has shotgun box in UV... well, don't tell me you should kill the shotgun zomble with rocket launcher and let he fall down and get it. BTW, you can't get rocket launcher if you can't found the secret. I feel the tight ammo on DooM map is good idea, but...no, it not fun when you need some "trick with secret weapon" for have enough ammo. I know this level is beat-able by skip some enemy, but I just don't like this design. :( 2.5/5 -playerlin

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Unknown date

  
Sorry, checked that map with editor, the shotgun ammo box is exist on all diffaulty mode. And berserk-punching on shitload of monsters is just pain my ass. :( -playerlin

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Unknown date

  
A plainly-textured but neatly constructed map with a few good traps. Short on ammo, expect to be berserk-punching alot. Would make a good MAP01 for something larger. Interested in seeing more from this author. 3/5

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Unknown date

  
Ok, so I start this puppy on easy. Two minutes in I am totally out of ammo, down to my knuckles, with at least a dozen mobs after me. Easy, riight. The architecture is a little plain and of course rectilinear out the wazoo. Overall it's a lackluster effort -- quite frankly I did not enjoy battling all those imps even with enough ammo to go around. 2/5

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Unknown date

  
This map can be finished on at least HMP. I dont know about the harder difficulties, it requires you to think outside the box to survive. there is not enough ammo for the amount of enemies meaning you have to run rings around them and use your fist a lot to survive the stronger enemies nearer the end. Overall it is a challenge but a very short, bland and badly made one 1/5

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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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