Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

1000 Unheard Screams

   (20 reviews)
Sign in to follow this  

Guest

3 Screenshots

About This File

A very large, very mean, very hard map that will test your abilities to the max.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Guest

Unknown date

  
It's a pitty. It started nicely and went ok but later I realized it becomes so insanely hard and I was still at 25% of the level. Then with idclip, iddqd, idkfa I managed to see all of it, which is a great big level, but with impossible ammount and powerful enemies. 3.5/5 - Optimus

Share this review


Link to review
Guest

Unknown date

  
Inescapable death traps, ridiculously overpowered monsters, and not much telling you where to go. Awful.

Share this review


Link to review
Guest

Unknown date

  
I think people might now be trying to prove [I won't say who] that bigger does NOT mean better. First junko, now this. Huge but AWFUL! AVOID!

Share this review


Link to review
Guest

Unknown date

  
Loved it. It's got its problems (e.g. texture alignment), but the vast architecture is nice, and the fights, overpowered as the monsters are, are good. Not for everyone, definitely, but not every WAD *has* to be for everyone.

Share this review


Link to review
Guest

Unknown date

  
very hard

Share this review


Link to review
Guest

Unknown date

  
Start is good, if the map finnished after red door , it would be good map. After that door is game only monsterkilling map with overpowered moster without a better idea. 3/5 for start ,0/5 for mid and ending. So 1/5

Share this review


Link to review
Guest

Unknown date

  
It starts out okay, but goes on way too long and spirals out far too much for its own good. You might have fun at first, but boredom and frustration will soon take over.

Share this review


Link to review
Guest

Unknown date

  
.../facepalm Overpowered monsters all over the place. Traps/pits that you can't escape and die, WTF? Level design is cool. Even you play the skill 1/2, it still get killed easily, because those stupid overpowed new enemies and shitload enemies try to kill you. BTW, is this wad needed Doom 1? I load it with Ultimate Doom and it appears shitload of "unknown patch blah blah" messages. But I load it with Doom 2 and no error messages appears.(I use GZDoom r803.) 2/5 -playerlin

Share this review


Link to review
Guest

Unknown date

  
Great detail, fun... but a few annoying parts and deaths due to some lines that cause it (but you didn't intend to use them). Well done overall. I'd give it a 4.5 but I can't-- I save 5's for the amazing ones.

Share this review


Link to review
Guest

Unknown date

  
2012-07-07 I've tried this map back when it was in development. I gave it 3 more shots after founding it in the dust of my backups; 1 clear, 1 with a weapon powerup and 1 with Æons of Death. Design of the map is cool. Yes traps. Yes unfair; 2 places in particular. Almost impossible endbosses. Challenging YES. That's where the fun begins. Perfect for me. PFL

Share this review


Link to review
Guest

Unknown date

  
Fairly decent, mostly because the textures and architecture are well done. However, the game play gets more and more ridiculous and unfair as you continue to play through the map, and this isn't good because it's a huge map. Even on an easy skill level of 1 or 2, dying is pretty much a thing that's far too common. The map also gets more confusing to navigate as you progress which is bad because the map is large and has very difficult battles. 2/5 stars

Share this review


Link to review
Guest

Unknown date

  
I'm sorry, but this is pretty bad.

Share this review


Link to review
Guest

Unknown date

  
1001 now.

Share this review


Link to review
  • 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.
×