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Crawl's Crappy WAD

   (12 reviews)
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2 Screenshots

About This File

You want a story? OK, here's your story: You wake up in a room with only your pistol. BAM. Now ride the elevator!

In all seriousness, this was my first WAD and it's largely experimental, so there's a lot of scripted stuff and elevators.

Best advice for winning: conserve as much ammunition as you can. Take advantage of secrets and hidden equipment.


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Unknown date

  
waste of time, second wad I downloaded today that looks like 1994. 1 star just because the title's fitting, at least.

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Unknown date

  
Multiple slow as hell lifts. Barely any extra firepower when you fight the Barons. Terrible texture alignments. A complicated crusher and incredibly slow lift puzzle. Multiple Cyberdemons crammed into one room near the end. Worse than my own maps. Vomit. 0/5 -Se7eNytes

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Unknown date

  
Without a doubt, this is one of the worst maps I have ever seen. It isn't even one of those laughably bad maps, either; it's just down-right awful. Some of the most obvious problems with this map include: blatant HOMs, terrible balancing, and some of the worst texture usages I've ever seen. Stay far away from this, it isn't worth your time.

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Unknown date

  
Why have those elevating floors, but if you don't manage to get on them you are stuck? At every little point in the map. Three cyberdemons at the end but I just eluded them and clicked the button. Then a spider master mind I killed (and the crusher too) and I am stuck in a half open door. Shit! 0.5/5 - Optimus

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Unknown date

  
THE SHIT. 0 stars without discussions!

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Unknown date

  
I suggest re-experimenting and actually testing your map. When you do, make sure it doesn't suck, please.

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Unknown date

  
It's an interesting concept, but the level itself wasn't outstanding. Still, keep it up; you do have potential!

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Unknown date

  
A crappy wad that slows to a crawl.

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Unknown date

  
Zero

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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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