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The Keystone

   (14 reviews)
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3 Screenshots

About This File

You'll see all three keys from the time you begin, but how to get them is the challenge. Only two of the keys are necessary to complete the level. There are many secrets that you must be observant in order to find. You may be surprised on the final staircase, but the Baron won't be.


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Unknown date

  
Not bad at all actually, I could not figure out how to get the yellow key though and so missed out on the secrets behind the yellow doors. Looks good plays good but not the best, texturing was not ugly and the map was large and a challenge. The first two reviewers seem to have rated low on other 90's wads as well and I encourage RL, Perseus and anyone else to keep uploading missing maps because a lot of us are actually grateful when these maps re-surface. 3/5 not a waste of time at all.

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Unknown date

  
"Pretty much everything uploaded by RL and Perseus are wastes of time." said someone above. Nonsense. While Perseus has uploaded some junk (and/or without permission), the vast majority of RL's uploads have been excellent. Many maps in the early days didn't get uploaded to the archive, for a variety of reasons. RL is doing a great service to the Doom community.

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Unknown date

  
looks like a solid vanilla map to me... Why all the hate?

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Unknown date

  
Pretty much everything uploaded by RL and Perseus are wastes of time. If these wads weren't uploaded back in the early '90s, why are they being uploaded (spammed) en masse now? The above reviewer is right.

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Unknown date

  
First two reviewers are faggots. It may be not the best map ever, but it' pretty good (especially for 95).

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Unknown date

  
I almost didn't play this, due to it being an (early) 1990s map, but I'm glad I did. It's not the best level ever, but it's good enough, and E1-ish enough in style to be quite enjoyable. 3.5/5 - ZZ

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Unknown date

  
The yellow key is only for some secret areas. This is a map that made you feel boring when you needed do some backtracking processes, and some weird monsters placements...but I guess it's OK for that era...... I like the light effect at stairs nears the exit area...but after that, it's just a average map. 3/5 -playerlin

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Unknown date

  
not bad..I cleard withot yellow key.

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Unknown date

  
Really nice map. /hth

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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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