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Spire Complex

   (32 reviews)
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4 Screenshots

About This File

A 10-map WAD including a credits level to stop you from progressing to DOOM 2 maps. Contains extended dehacked patch embedded inside WAD


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Guest

  
not good. The primitive decoration. too little ammo. 1 pistol against 50 imp?

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Guest

Unknown date

  
Great wad! 5/5

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Guest

Unknown date

  
Very good, coldfusio

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Guest

Unknown date

  
^Yes, this wad was VERY underreceived in /newstuff, easily to the level of things like Doom 2 Reloaded or Needs more Detail.

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Guest

Unknown date

  
Must try

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Guest

Unknown date

  
Great old school fun with a few cool changes! Gameplay is quick and non stop, with nice ammo and health layout. Good secret placement too. It's a shame the last map is bugged on zdoom ports (doesn't end correctly) but that doesn't take away from the experience. 4/5 from me. -TRRobin

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Guest

Unknown date

  
Rest in peace... 5*

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Guest

Unknown date

  
A good set of maps by a legendary mapper. RIP man. We will all miss you.

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Guest

Unknown date

  
Five stars. What an undeserved bashing in /newstuff. Ignore udderdude, plain and simple.

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Guest

Unknown date

  
Great. RIP Phobosdeimos1 . RH

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Guest

Unknown date

  
I'll rate 5 just because there's a rumor that the author died, too!

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Hunter_568

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R.I.P. phobosdeimos1, you were a great mapper 4/5 ****

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Guest

Unknown date

  
I don't think map 09 ends correctly on any port. Even on ports that display the dehacked LS correctly, it cannot be killed even in Eternity or glboom+.

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Guest

Unknown date

  
Not bad. Very classic design that however gets somewhat weaker in the later levels; looks and feels quite like DOOM1, with a few exceptions (SSG, mancubi). Map6 has stairs you can only walk up, not down. Boss in Map9 is broken in GZDoom and doesn't die properly. Not bad overall. 3/5 - ZZ

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Guest

Unknown date

  
I have mixed feelings about this wad. The design is great, and the starts of maps (from pistol starts) are fun, as it's often a case of running around like mad to grab some weapons while evading the bad guys. But then the play settles down into a routine and even boring affairm with the monsters posing little threat. And the "bosses" are uninspiring and out of keeping with the rest of the wad. But overall, this wad is definitely well worth playing. I'll give it 4/5.

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Unknown date

  
Epic wad. Highly recommended.

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Guest

Unknown date

  
You certainly know how to make a kick-ass wad! Keep it up!

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Guest

Unknown date

  
Really a nice old classic maps with non-linear style. Yeah, it's not looking good but plays fun. My only problem is Map09 cannot completed... 4/5 -playerlin

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Guest

Unknown date

  
This is terribad, looks like 94 revenge

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Guest

Unknown date

  
It doesn't look THAT bad and try PLAYING it.

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Unknown date

  
A very good non-linear classic styled mapset. Highly recommended. 5/5 -Lupinx-Kassman.

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Guest

Unknown date

  
Pretty damn good! 5/5

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Fantastic gameplay experience. I loved the alterations to the monsters and the nice open layouts in the maps. Really got me checking the corners after a while. I did have it in ZDoom 2.5.0 where the final boss died, but then ended up as a ghost and the map refused to end. No idea what happened there, but I'm guessing its a bug. Still, that was the very end, and didn't matter too much. More like this would be great! 5* -Phobus

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Guest

Unknown date

  
Awesome wad! 5 stars!

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Guest

Unknown date

  
1/5 I hate using cheat key. But where is weapon?

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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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