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Zombie Heart of Death v1.11

   (34 reviews)
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3 Screenshots

About This File

The challenge of this wad is to not become a Zombie!

This is a very tough, large, non-linear, single player wad. Please note, skill 4 (Top Doomers Only!) is designed partly as a "Test of Doomer Skills" -- tough but not impossible (no cheat codes required). All skill settings are quite difficult (at least in places).

Experience the surprise of the "Gauntlet" Go Teleport Wacky in the "Circle of Death" Race against time on the "Battlefield" Get blown to bits in the teleport barrel trap! Try to find the only Megasphere in the game. And how the heck do you get the backpack? I see the blue key, but how do I get it? And who the heck is that laughing? Find the Prairie Style room, complete with Inglenook!

But, most of all, Beware the Beating of the Heart...


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Guest

Unknown date

  
This felt like a Terry map... without the spam.

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Guest

Unknown date

  
Awful. Just fucking awful.

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Guest

Unknown date

  
I'm sorry to have to say this but regardless of quality I don't think this is an appropriate way to treat a returning community member. Come on, he worked for TeamTNT. He's not Terry or anything like that! If the level wasn't too your liking feel free to express it and rate it as such but really it should be in a polite manner.

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Guest

Unknown date

  
All aspects of this are outdated and should not be held up to snuff with today's WADS. That being said, I judging this solely on the game play, which i found to be sub-par. 2/5 for me.

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Guest

Unknown date

  
Um ok. I'm not a zdoomer. But I'll tell this level's gameplay is pretty poor. Both sides in that argument are automatic fail. If you want complex gaming, go pick up Rage. But this level is a total fail. 1/5

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Guest

Unknown date

  
This is a great level that showcases the more creative side of the 90's.

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Guest

Unknown date

  
Some people are characterizing this wad as "good action/challenge vs poor visuals". I'll like to say that I find the visuals great, and love the unconventional colours, themes and the whole atmosphere. The gameplay is overflowing with creativity, but to appreciate it, you need to spend some time playing freely and experimenting. You won't enjoy this wad if you expect it to be a walk in the park and feel that you should be able to exit on your first attempt.

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Guest

Unknown date

  
A 1996 WAD whose ambition matches its amount of garish colors and strange designs. If you're looking for a decidedly non-standard take on DOOM, and don't mind the headache-inducing visuals, check it out; if you want slick FPS action, get something else. Myself, I'll be honest: I didn't get into it. 1/5 - ZZ

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<inactive>Player Lin

Unknown date

  
A guys who made this map is a member of TeamTNT doesn't helps the problems on the map. Confusing about where should I go..clamped map and shitty traps for cheats player. Yeah, for a 1995/1996 map, it's interesting about its design style and some weird custom textures which not bad, the action is hot but doesn't helps too much, even tried some times I still feel boring... 2.5/5 -playerlin

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Guest

Unknown date

  
very boring gameplay

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Guest

Unknown date

  
To put it carefully, this is simply a slightly above mediocre mid-90s TC. While it is creative, it doesn't really attempt to show the ideas off. While it also comes from a TeamTNT member, it was a solo project that reminded me of John Romero's solo efforts on Daikatana and I don't see anybody praising that game just because JR worked for id software. This wad is good for nostalgia and one or two playthroughs, however. 3/5

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Guest

Unknown date

  
meh

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Guest

Unknown date

  
It's a 94-96's wad, super cramped. Awful, but still there's some tricks never seen in any other wad. (Like the room full of stoned imps after the teleport.) Pacifist style helps a lot. Wonder if anyone has ever reached the secret ending without cheating? 3.5/5

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Guest

Unknown date

  
The design and new graphics were quite original and good, for me. However, I'm not sure in what order at all you are supposed to go through the level, but I wandered in to a room full of Barons, Arachs and Cacos with nothing but the shotgun. Also the trick to get the yellow keycard is very tedious. Reminds me why I love Heretic so much.

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Guest

Unknown date

  
Trying to be wildly original doesn't always equal a good map

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Guest

Unknown date

  
horrible and boring

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Guest

Unknown date

  
A great and unconventional map. Play it if you want a very different experience from normal Doom maps, and are willing to spend some time to get used to its complex twisted logic. If you're looking for a standard Doom map where you can just kill stuff without thinking too much, and exit on your first attempt, look elsewhere.

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Guest

Unknown date

  
I dunno, looks like a turd to me.

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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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