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The Ultimate Melee Battle

   (10 reviews)
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About This File

Have you ever wanted to just slap an imp silly? Ever dream of showing that pesky Revenant how a punch is really thrown? Do you chainsaw pink demons to death even when you have plenty of ammo? Then this wad may be just what you need to satiate your thirst for "up close and personal" killing.

In this level, assuming you don't cheat, you'll only have access to two weapons: your fist (augmented by berserk pack) and the chainsaw. I'm placing you on the honor code with regard to the pistol and the 50 rounds you start with, but even if you use it, you'll soon run out of ammo, and there is none to be had in this level.

Make no mistake, this level is not for sissies. The level starts out easy but quickly becomes rather nasty. Expect to face most of the DOOM 2 bestiary before you see the exit. The following are some general strategies for dealing with monsters, melee style. For imps, lost souls, and demons/spectres, either punching or the chainsaw will work well. Use the chainsaw on Pain Elementals, Cacodemons, and Arachnotrons, as it prevents them from attacking most of the time. For Hell Knights and Barons, I recommend you run up to them and punch ONCE, then back up and circle-strafe, rinse and repeat. For Mancubus, Revenant, and Arch-Vile, punch ONCE and then run to cover, rinse and repeat.

I included a demo file which will work with ZDoom 2.4.1, mostly because I'm sure some joker will say this level is too hard or impossible. The demo shows me beating the level with 100% everything. My DOOM skills are average at best, so if I can do it, you can do it. Make use of monster infighting and save often!


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Guest

Unknown date

  
Pretty darn good. Although I think you should've probably made it harder. Maybe this idea could work with some melee weapon mod...

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Unknown date

  
Overrated.

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Unknown date

  
challenging and fun! 4/5

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Unknown date

  
This is so cool! It's not that hard which is good. Also, it's the first time I finish the boss monster with the punch. I mean,. not idcliping, being it the real non cheating way to finish it, etc. 5/5 - Optimus

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Unknown date

  
Interesting idea for a map, it's actually rather fun IMO.

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Unknown date

  
Nice concept, more please. The only other map I know similar to this is map01 from id=11505. 4*

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Unknown date

  
It's not often you come across a melee-only wad, but this one was pretty enjoyable.

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Unknown date

  
AWESOME AS HELL! :D Even punch/chainsaw some enemies like get kicked my ass but it still beatable and fucking fun! I love this! 5/5 -playerlin

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Unknown date

  
A good map lifted up further by an interesting and somewhat unique concept.

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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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