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Promise

   (15 reviews)
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About This File

My first wad. Its quite dificult and ugly. Try yourself.


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Guest

Unknown date

  
Simply no fun 0/5

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Guest

Unknown date

  
Al least the later maps of the fake Wraith (aka. the new Terry) aren't so ugly, but still are FUCKING BORING AND DIFFICULT.

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Guest

Unknown date

  
Not so bad for first. Ok,. the textures are totally unalligned and all the same black/white squares. This gives the impression of a very bad WAD from the beginning. The action was good though. Hard enough to the fun point. I hope your next levels will be better. 2.5/5 - Optimus

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Guest

Unknown date

  
Depressingly boring map...flat, undetailed, cramped, square, poorly lit, and, as with many of Wraith's later maps, sprawling and annoying. Plus it does in fact feature Nazis which is like the surest indication of an idiot wad. 1/5

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Guest

Unknown date

  
This is really bad. 0/5 - Zalewa

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Guest

Unknown date

  
How about you "Promise" not to make another shitty wad? 0/5

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Guest

Unknown date

  
What is this? 1996? Please don't make these anymore.

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Guest

Unknown date

  
There's no way this map was playtested. It's too dark, most textures are misaligned, HOM effects all over, etc. I gave up when the nazis showed up with all his friends...

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Unknown date

  
I tend not to expect too much from first WADs, or WADs that proclaim that they're ugly in the text file, but this one's so bad, so chock full of sloppiness and basic mistakes that I think it must be a joke. I'm willing to cut serious new authors quite some slack, but I can't give this anything other than a 0/5. - ZZ

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Guest

Unknown date

  
Wraith is a decent wad make at the moment. For his first wad made, I csn see how poor this is, and it is expected. Default 3 star average rating for you.

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Guest

Unknown date

  
You know a wad's bad when the author ADMITS it's difficult and ugly.

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Guest

Unknown date

  
3 stars? Average wad? Are you kidding? This wad is broken and the texturing is riddled with appalling errors. Even if you can somehow set all that aside, it is a very poor map indeed. Worse than about 98% of all wads ever released.

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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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