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RSL and Zero Tolerance

   (13 reviews)
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2 Screenshots

About This File

many of those who are reading this now will argue that a modification like 'Zero Tolerance' needs no extras whatsoever - it's just perfect. True, but have you tried facing HR-style hordes of demons with this set? I did, and you can call me wimp or DOOM-llama, but that's when I realized this jewel lacked a truly powerful, effective, ultimate weapon. And so I decided to stay true to the original author indications, by adding to Infinity what Zero Prophet always wanted to: ... a black-hole-style suction effect! ... I also took the liberty of integrating a new, more bulky blood system together with a few touchups on a couple monster projectiles. This is my humble homage to this monster of an arsenal - may you enjoy it!


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Unknown date

  
An unnecessary modification to Zero Tolerance where not really anything is changed very much to begin with.

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Unknown date

  
It seems that you succeeded where others failed so far... A basterd-sucking black hole !! There's not much more in the pack, but this effect alone is quite worth the download - and changes the power balance, for the good... >Lupe

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Unknown date

  
While the "black hole" vortex effect is rather primitive and logarithmic in its function of pulling enemies towards it (instead of thrusting them away), it does say well for the hopes of a way to implement actual exponential thrust in a negative direction in the future. Good job on a technical feat that should have been easier to implement but nobody actually tried yet. You are a second Linguica with this patch. 4/5

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Unknown date

  
Nice. Didnt know it was possible. Little yet significant

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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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