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The Central Core

   (11 reviews)
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3 Screenshots

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A medium sized tech base level. It starts out sort of easy, but the ending is extremely difficult, but possible (at least on HMP :) .) This is my first level that I think is good enough to upload (I've made 3 other ones.) Please comment.


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valkiriforce

  

Pretty fun map with all-generic details aside. Unfortunately there were some HOMs in a couple parts I spotted. Didn't have much trouble with the cyber pit as it only took a couple of attempts to manage it; and I only fell into one of the death pits the first time. I had more trouble with the outer ring of enemies with many failed attempts in the long hallways getting congested with many hardbodies. It's a decent first map that reminds me of a simpler time when mapping gave us that excitement of seemingly endless possibilities in an oddly-executed fashion.

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Unknown date

  
Many areas has too small and so many monsters block player's way. And some dark room problems like other reviewers said. Some points are nice or overall it's not bad but needed more works. 3/5 -playerlin

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Unknown date

  
Good attempt, but way too crowded, and so many monsters makes it too hard/impossible.

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Unknown date

  
Crap.

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Unknown date

  
This was my first released wad, and honestly its pretty damn bad. It actually looks nice, but the gameplay is awful. The Cyberdemon fight at the end is one of the worst ideas I've ever came up with (It is possible, just with like a million saves :P) and one area is so dark that it's nearly impossible to see anything. I didn't even test it in vanilla, and I wouldn't be surprised if there were a shitload of VPOs. Don't play this. 1/5 -ProcessingControl (11/17/11)

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Unknown date

  
A bit cramped, but not overly so. Varied fights and situations. Sometimes it works well, sometimes it's a bit off ; overall, a good fun map to spend a few minutes on. 3/5

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Unknown date

  
Design work is mostly medium, but looking at some rooms, I guess there is great potential, since they are very well done. The first part of the map is often too small for so many monsters. Sometimes challenging, mostly it is medium difficulty. Ending is hard 3/5

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Unknown date

  
Not a bad attempt, but far too cramped, too scarce on ammo and health at times, poorly balanced for higher difficulties, and Cyberdemons at the end are impossible to legitimately beat.

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Unknown date

  
Beginning is a bit cramped as stated already but other wise very nice! 3.5(4)/5

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Unknown date

  
Tested UV with ZDoom 2.5.0: basically promising, but way too dark (a good level does not need to rely on almost total darkness for being challenging). Sometimes too crampy: had to jump a few times and even needed a dive (passage through lower corridor near the 100% health secret). The ending has some line bugs, f.e. the area with the spiderdemon is an unescapable hole. 3/5, but can be a 4/5 after a solid revision.

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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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