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MEINHAUS.WAD

   (9 reviews)
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8 Screenshots

About This File

Those UAC bastards thought they could trip me up by embedding a mockup of my house in their underground complex. Well, I'm not quite that stupid. They forgot the sky and most of my furniture, and I would never store my shotgun in the kitchen. Thank God they got the bathroom right; I'm about to blow a bladder. Haven't seen a toilet in the last 106 levels!

This DOOM2 WAD contains three pretty big, complex levels. I was shooting for the flavor of the original DOOM levels, which were more fun to explore than the DOOM2 levels. They're presented in the order I wrote them, so you may notice they get more polished as the levels progress. I welcome any comments or suggestions.

These were written on a 486DX33, so they should be rather zippy on faster machines. They've been played on a 386DX as well, without causing suicide.


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NorkasAradel

  
holy shit my fucking ears are bleeding from that disjointed midi couldn't play as a result

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Walter confetti

  
well done for a 1995 map (sure this isn't galaxia.wad or trinity.wad but we can't have everything from life, NOT?), lots a nice tricks here and there

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Guest

Unknown date

  
Not great classic mapset, I think they're OK and should be some fun even they have some design errors. And sometimes I get lost over and over and over... If you just want some killing with oldschool, try this shit. 3.5/5 -playerlin

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Unknown date

  
Heheee awesome and the description made me chuckle

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Guest

Unknown date

  
Rather uneven and with some rough edges and errors, but gameplay is OK. The author's later work, Wornpeas, had better balance.

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Guest

Unknown date

  
Original, entertaining, good visuals. 4.3

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Guest

Unknown date

  
Fun big maps with a lot of rooms to explore. Kinda reminds me of Armadosia. Don't waste invulnerability spheres, save them for the bosses. 3 stars.

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Unknown date

  
Awesome fun with an oldschool style. Some good traps. Some great action! 4/5 - Optimus

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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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