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It's Nothing Personal

   (5 reviews)
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About This File

This is part 2 to my seven level campaign titled "Severed". Wanted to get this one out there as soon as I could. Planned on releasing the campaign as one whole wad, however due to the time it seems to be taking me to develop a single level, I decided to now release my campaign in parts. When it's finished, I suppose I will package it all together and put a bow on it. It's Nothing Personal is a personal homage to one of my favorite Plutonia levels: Go 2 It. I didn't structure any part of the level after Go 2 It, but rather tried to recreate a fair but severely challenging map remniscent of Go 2 It. In no way do I think my prowess can stack up to Plutonia's greatness, by the way. Anyways, at first I didn't intend for this level to be completeable by pistol start (this map was originally intended to be the level before the final level in the campaign), but tweaked it just barely enough so that it's possible to do such. I've play tested it on Ultra Violence from pistol start and if a mere mortal like me can complete it, I'm sure any of the Doom Gods can do it. There are some vague switches and obtuse secrets to be had, and even I felt put off by it, but it seems to encourage full exploration of the map, so I hesitantly left them in. Just like my previous Severed map, this one utilizes a lot of the neat zDoom/Skulltag engine features, such as jumping, swimming, zooming, etc. I also decided to leave out the heavily colored sectors in this one as well, as it didn't seem to fit in very well with the feel of the level. Big thing here too: this map slows up like a bitch if all the full effects of the Beautiful Doom wad are left on, so go into the options and tweak whatever is neccessary for your machine. After this lengthy description, I would like to say ANY feedback would be greatly appreciated! Especially critical! I'm still learning the ropes of publishing and creating, so I would like to know the brutal truth about anything you think about this map. Thanks!


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Unknown date

  
This level played good but confusing about the process route of the level. And those Beautiful Doom shit make my game slows down to unplayable in the final battles. The yellow key isn't needed to completed the level I guess. 3/5 -playerlin

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Unknown date

  
Very awkward in my opinion. Detail is average, but it's a good level... I can only give it 3 out of 5... it feels like the effects are trying to make up for the lack of texture variation. But I still recommend giving it a try. 3/5

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Unknown date

  
awkward in some places (namely getting the yellow key), but decent overall. the texture choice bothers me in some spots and the detail is fairly below average but id still reccomend this one

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Unknown date

  
I really really enjoyed this, great use of Zdoom enhancements, glad it's software renderer friendly! -Phobosdeimos1

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  • File Reviews

    • By chlef · Posted
      No, this is not good by any stretch. First 25 levels feel like they are all the same - colorless, flat, dull and bland. Next 3 look like deathmatch arenas with a handful of monsters. Again, all pretty much the same. The last two are pitch black mazes - oh what fun. As for the secret levels - I abandoned both. Map31 is a maze alternating between pitch darkness and flashing primary colours and map 32 is simply an incomprehensible mess. Possibly acceptable if you just want to kill some time with mindless point and shoot, but not what I would call an enjoyable Doom experience. At least it avoids degenerating into slaughter.
    • By aargh · Posted
      Pros: Straightforward, lot of action, no button madness. Plays smooth. Classic Doom feeling.
      Cons: Lots of invisible lines blocking monsters. Lots of hitscanners and not enough health packs.
    • By MuratMikal · Posted
      An enjoyable set of maps of easy difficulty (MAP 07 is medium) in UV with simple design that worked well for me. Finished the whole set in 02:40 min. Certainly worth a shot!
       
    • By chlef · Posted
      I rarely quit a wad in disgust, but this one did it. It was pushing a 5 star experience, but then the slaughter stupid started ~map19 and only got worse. It's not clever, not amusing and absolutely not entertaining. It ruined an otherwise good wad and left a very sour taste. Why do mappers do this? Played on HNTR and it really was that bad.
    • By P41R47 · Posted
      I have a real blast while playing this megawad. Think that Quake is not brown enough? You will get the ultimate browness here. I think that, beside the simplistic ugliness of it, it gives a good cohesive look to all the maps. And this one are really big and fun to explore. The ideas of cities, fortresses, islands, canyons and caves, and finaly tech base on moon, are really neat and some looks really good. The story of the wad is pretty good, too. I love the liberties that the author takes while doing this mapset. As i played a lot and i found this kind of ideas in a few wads along the way.
      What i didn't like it much, is that there wasn't other skies than the episode one sky from Doom 2. Again, i think it is that way for a cohesive storytelling, but anyway, it would be cool to feel the sense of time in the maps with different skies and shadows deploying in differents ways along the maps.

      This could be the Eternal Doom of doom stock textures, but the linearity of the maps, aside from the somewhat empty but interesting areas to explore, departs slighty from the formula, and there are not soo much details as one might expect from a mapset like this. Don't get fooled by that, even with the somewhat Heretic-like linearity, the maps are fun, gorgeous in its brownway and pretty challenging.
        I recommend this megawad to anyone that likes to explore and have a challenge in the vein of the best of team TNT mapsets.
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