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shangorn

   (10 reviews)
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based off a recent quick sketch i made


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Dubbagdarrel

·

  

I actually thought it was pretty good. A little low on ammo though could have used just a bit more. But I had fun playing it. I thought first room with the imps and hellknights was the best. I kinda liked the visual simplicity of of this map. Reminds me of my older maps.

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yuakuru

  

This is a damn trainwreck.

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Guest

Unknown date

  
What everyone else said, still a very nice little effective level. Too slow with the red key, blocking back, also I didn't know how to take the ammo backpack secret. Do I just have to use the jump or is there a secret way to lower it? 4/5 - Optimus

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Guest

Unknown date

  
Could have been a fun little map, but lots of small issues made this "meh". Namely : lots of hitscanners with low health / no armor outside of secrets (they don't make the map harder, just more tedious) ; blocking the previous path without any way to get back to it AND a very slow lowering floor for the red keycard, leaving you to stand around doing nothing once the few monsters in that area are dead. 3/5

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Guest

Unknown date

  
Not too bad. Some armour would have been nice at the start. Would have been better if the monsters at the red key area were released just before you hit the switch so then you don't have to learn that it would be a good idea to run in and hit it asap so that the lift drops while you fight the monsters.

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Guest

Unknown date

  
Need armour in the map. Hitscan monsters kicking my ass, red key battle make me sick, even it isn't too hard but just boring. However, it's still good and fun map.(Backpack secret need "use" on the wall texture that the same with sector of backpack's one.) :p 3.5/5 -playerlin

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Guest

Unknown date

  
A good quick fix and worth playing. As mentioned...some armor would've helped...even if it were clusters of helmets here and there. The map overall was bit too predictable. On the upside, the battles were fun...especially the revenants. Afterwards, I was able to sneak in a cat-nap whilst waiting for the red key! 3/5

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Guest

Unknown date

  
People say this needs more armor. For what? There's plenty of cover at each hit-scanner fight and in the other fights there's so much space for infighting (with cover) that one can easily conserve plenty ammo and health. The lowering red key was a bit dull because it forced me to wait a lot after the fight. The level wasn't hard, as in my first try I completed it in one go (100 kills and secrets in 17:30 minutes) without deaths (or saves) and with few scares. [3/5] ~Chain Mail (03/2011)

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  • File Reviews

    • By Musk · Posted
      Love the unique twist of taking on visuals straight out of a comic, it's a breath of fresh air to blast demons in a purgatory like esque, instead of hell for the dozen time.  
    • By Juza · Posted
      One of my favorite megawads. Unique, humorous, memorably, and featuring lots cutesy sector work, such as toilets, helicopters, chairs, and the such, all of which are entertaining to see. Oh, and let's not forget it also has the best IoS fight ever (props to Gusta's girlfriend for serving as reference).   The early levels (from 1 to 7, with the exclusion of the 5th), compared to the rest of the megawad, are very low quality. Not to say they're bad, but they're not levels I'd like to replay when I think of what else KSutra has to offer, or what initially comes to mind when I think of this wad.   Gusta and Method were the level makers of this wad, Adolf "Gusta" Vojta making most levels for the wad (23 levels), and three levels in collaboration with Jakub "Method man" Razák, who alone made merely 6 levels.    Method's levels are easily the lesser the megawad has to offer, being the most lacking in overall quality, and with gameplay and progression ranging from dull to irritating, and are solely the reason this isn't a 5/5, but a 4/5 for me. As for Gusta's levels, I found his progression with level design was visible, with almost every next level outdoing the previous. They're the most unique, fun, and slaughterful.   Gusta and Method boy didn't aim for "pretty visuals, pretty enemy placements, pretty mindblowing mechanics, etc.", they simply aimed for making the levels fun, regardless of what sacrifices. Though they're easier than the usual late-AV or HR level, they're still challenging, and if you're an avid classic lover like me, you'll easily spot the specific inspirations taken from the classic megawads the authors claim to be fans of. And Duke Nukem 3D. What was taken from that is most visible.   4/5, give it a go, but don't be put off by the early, or Method's levels. This is an essential experience to every player who's taken interest in classic Doom community works.    
    • By Asking4Id · Posted
      Visually this wad is very ugly because it uses monochrome. I don't understand this design choice. Absolutely a turn off. 
    • By NuMetalManiak · Posted
      TiC is most known for the Memento Mori's both of which were high-profile releases made for co-op, as well as Requiem which was their final wad. also they are known for Slaughter Until Death, Evil Unleashed, and finally Obituary, which is their most unique release overall. the styles of both Denis and Thomas Moller are quite outdated when put against any and all modern mappers who even exist, but they still prove quite memorable in encounters, notably of the cramped kind. Obituary as I said is the most unique release, the one where they worked with dehacked to create custom enemies (this unfortunately makes the thing hard to play unless you get it from the DSDA download, which consolidates it nicely. the rocket troopers are the best and worst new enemy simultaneously, nasty foes that can easily kill anything around them, even themselves. the stealth fighter is also high on the priority list due to him being fast, and the "harder imp" well he's just harder and all. there's apparently a weapons patch, but it's perfectly playable without it.   looking at the level design, my biggest issue in all honesty may just be the first level and the weird way of getting that yellow key, which is the only real bug. other than that, cramped combat makes for consistent watchful eyes of the surroundings. MAP05 is also quite memorable if a bit long, while others are fairly standard and a bit unmemorable. doesn't mean they are bad though. the teleporter closets in some maps are very poorly constructed it seems, but the whole set still proves to be quite fun to play even with the dated level design.
    • By Gothic · Posted
      A great addition to a great megawad. "Sappers & Moles" by yakfak takes the cake, best song of the bunch in my opinion.
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