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Year 23 -The Belly of the Beast-

   (14 reviews)
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About This File

Good God! After that struggle in the canyon, it feels like a year's gone by! You stand over the corpses of five zombies, drenched in the blood and guts of all who opposed you. In that tiny, cavernous room, the only other opening you see is a tunnel that stretches off into darkness. Taking a deep breath, you descend the craggy passage, the torches blazing within the walls your only guide. After a short while, you can feel the air getting hotter -- and not just from the torches. When you see light again, the rock has become suspiciously red and black. You press on, feeling as if your skin was on the verge of combusting, until--

Well, wouldn't you know it? You've ended up in Hell!

You could say this was just the inside of a volcano, but that doesn't explain the coloration of the rocks. Or the brown stalagmites up there. Or, for that matter, the fact that you haven't burst into flame from convection already. You turn around and try to head back, but as luck would have it, a wall shoots out of the ground and blocks you. You shrug, turn back to the stream of lava on the other end, and sit down. Just when you've started to think of fun things to do with demon intestines, stepping stones rise out of the lava. You pick yourself up, and proceed to jump from step to step, trying to see where the passage leads.

The sad part? When you get back from all this, /no one/ is going to believe you.

* * *

The newest entry in the Year series, this is the sequel to Year 22 -A Rock and a Hard Place-. Consequently, it runs on MAP03. This time, I gave myself a development period of one week starting from my birthday, which was far more reasonable -- in theory, anyway. Unfortunately, mapper's block, coupled with life and other Doom projects, conspired to make this take most of the year to finish... /again./ Thankfully, I was able to get this done before the end of the year. Either way, I apologize for the wait. You'll also have to play this on something like PrBoom+ or Eternity this time; there are too many SEGS in this level for Boom to load it without crashing. Oh, well. Also, if you're using ZDoom (or any variant thereof) to play this, you can't use the jump or crouch buttons. Sorry, but you're not supposed to do those in this level.

Anyway, it's a big level compared to the last one, and a rather tough one, at that -- at least on Ultra-Violence. I really mean it this time, too; there are /many/ devious traps, and if you begin the level from a pistol start, you'll have to get the berserk pack at the beginning. Trust me. In fact, if you're playing this for the first time and you're not skilled at Doom, I recommend you play it on Hurt Me Plenty instead. It might be a bit hard, but it's not as mean as it'll be on UV. Don't even /think/ of trying this on -fast or Nightmare if you value your sanity!

Regardless, enjoy the level!


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Unknown date

  
Very good hellcave/redrock/lav a level. (Also, haha, "you're not supposed to be here". :))

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Unknown date

  
Very Good, I have a lot of fun on it. 4/5 -playerlin

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Unknown date

  
I'ts from TGH! what can I say? For me, TGH! is the number One in quality levels in all things such as detail, shadows, level design, gameplay and visuals. TGH!' reminds me Ikka Keranen! Please Eric Baker, have you ever thought about making a megawad all by yourself? (It could have less than 32 maps but at least more than 10). It's so said to find such outstanding quality THG!'s maps when thay could be megawads! Well, year 23 is 5/5, but TGH! is 100/5!!!

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Unknown date

  
Loved it. Keep up the good work TGH! - Kirby

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Unknown date

  
Too hard, no skill levels implemented - one star for the first two rooms (I couldn't get further)

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Unknown date

  
Hell-my favorite place for annihilating monsters and demons.One of the best hell maps I've seen and played.Pretty darn good!4/5-d.d.koop

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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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