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Combat Shock

   (41 reviews)
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4 new insanely hard maps. Started of as a plutonia tribute but later went bananas. Requires plutonia.wad to play. PrBoom+ complevel-9 is recommended!


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Rathori

  

Fun slaughter WAD, the last level is a little bit of an overkill though.

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seed

· Edited by seed

  

Prepare for contact *bang bang*.

 

And now, the first Combat Shock has been completed, played through GlBoom+ 2.5.1.5 on HMP. Pfew, although pretty short just like the sequel, it's just as intense, if not even more so. So let's start this thing.

 

Combat Shock is a wad comprised of 4 levels with slaughter gameplay. It comes with new, action oriented music that's perfect for the scale of the fights, new textures, ENDOOM screen, but no new sounds, weapons, or enemies. The levels present an influence in texturing and atmosphere from Plutonia in a number of areas, but it's not as prevalent as it is in the first few levels of CS2. The action takes place in bases as well as hellish dimensions.

 

As previously mentioned, the gameplay is slaughter, with large enemy counts who usually come in smaller of larger waves, mockingly attack you from platforms, and try to ambush you in all kinds of ways while encouraging the player to come up with a tactic in order to deal with them. Previous knowledge also helps, particularly later in the maps as the traps and encounters get more and more difficult as you progress, thus having to rely on trial and error every now and then. Puzzles and platforming sections also push the player's skills while still remaining fun, therefore having their place and not being thrown into the maps just for the sake of having an extra challenge which ruins the experience by making them unnecessarily difficult or tedious. In fact, there are entire areas designed with platforming in mind which most definitely have their place in the level, one such example being the blue skull room on MAP04. Others take a "high risk, high reward" approach, such as an alcove with 2 Soulspheres on pillars also on MAP04. Looks easy enough to grab them, but it's very easy to fall down too, and although you can climb back up, the damaging floor will most likely take a big chunk of the extra health you have gained before the platform lowers completely, hence the health bonuses going to waste.

 

The balancing of the levels is good most of the time, but compared to the sequel, it could've been a bit better. This is most notable on the last 2 maps. Although the final traps are fair and perfectly doable if you have the knowledge and/or skill, I did find myself running out of ammo on a few occasions right before reaching the said encounters. MAP04's Hell Knight army placed on the side with the door that leads to the room with the red skull was pretty frustrating as even with all the ammo the map offered, it almost wasn't enough. That side makes no sense from this point of view considering that the other one has rockets in almost/all of the alcoves specifically to deal with the HKs, but on this side, they're all empty for some reason. This didn't pose much of a problem on the way to the room with the red skull, it proved disastrous on my way back. While I didn't run out of ammo, the HKs who managed to reach the elevator gave me basically no room to fight unless I manage to save some plasma cells from the previous encounter. The RL is almost impossible to use, and the SSG is a bit impractical since chances are, they'll kill you before you're able to put all of them down. Thankfully, the red skull also gives you access to a much needed ammo and health stash, allowing you to finish them off easily. Nonetheless, I found this design choice questionable, can't find a good reason why those alcoves would not have a single rocket inside. Previous knowledge can likely prevent this major problem, but if you're doing a blind playthrough like I did, you might have a bad time there. Other than that, the final encounter can be a bit frustrating, in a similar way to the final room of MAP03. Luckily, you have a choice: stay and fight as there are plenty of resources and infighting helps tremendously on MAP04 if done right, or run, since after killing a number of enemies you'll be able to reach a switch that allows you to reach the exit teleporter. MAP03 doesn't offer many resources and the trap itself is more punishing thanks to AVs who will resurrect their fallen comrades, but since you have the red skull by that point, you can simply run to the exit.

 

Other times the levels will try to lure you into an obvious trap with useful power ups, as is the case of a room on MAP04. When you reach a large, square room with a mega armor in the middle, know that it is a nasty trap. Before you even pick it up a wave of Revenants and a few Cyberdemons will spawn, but it is a major mistake to go for the armor as it will trigger another trap with a few Cacodemons and enormous waves of Imps. The whole area will be flooded with enemies and you will die immediately, there is no escape in this scenario. Therefore, the Revenants and Cyberdemons must be killed first after joining the party, and only then you should go for the mega armor, triggering the wave of Imps and Cacodemons in the process.

 

All in all, the duology is well designed and fun. Yes, they both have their more punishing moments and I feel CS2 had fewer instances, although I could be wrong, it's been a while. But, they're ultimately well designed. Perfect for veterans, but less skilled players can enjoy them too, if they rise to the challenge. I would, however, recommend watching a few videos on MAP04, just in case you run into the same issues like I did, otherwise, have fun slaying enemies (or getting slain). Definitely recommended.

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Killer5

  
I enjoyed Map02 and Map03. Map04 has two very good fights in it but I felt like it dragged on quite a bit. I would still recommend this wad to anyone who enjoys slaughter gameplay.

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Spectre01

  
Bretty good slaughterfest tbh. Map 04 has a few rather grindy encounters but overall the wad is solid.

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Guest

Unknown date

  
Graphics & music are fine .... whatever. Bottom line, if you like HR, HR2, Alien Vendetta, Speed of Doom, Sunder, etc ... then this is a must play.

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Guest

Unknown date

  
I like this. These are tough maps on uv I thought. Nice detailing all over the place and thats cool. Its good to see a wad that has intensity and cool little details. It makes it more fun to play. Good maps and a lot of saving.

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NuMetalManiak

Unknown date · Edited by NuMetalManiak

  

remember folks, this one needs the Plutonia IWAD or you're gonna see some shit you probably shouldn't be seeing.

 

these four maps will have mostly slaughter setpieces, going from easiest to hardest (read: most daunting). at the first onset, you've got the first map, which pulls its punches before the final few areas where you're gonna be dealing with quite a lot of foes teleporting in. the second ups the monster count to around a thousand, putting you in quite a few setpieces and arenas. don't get turned around with the switches needed to press things now. MAP03 feels a lot like the last area of Sunder's The Furnace, especially the easternmost area, with both indoor and outdoor combat taking precedence wholly. the final map, the biggest one, will offer the biggest arenas, with enjoyable scenarios like the hell knight onslaught in the largest room, the imp barrage to the east, and the large-scale mancubi-cacodemon-cyberdemon plus teleporting revenants in the last area. and the way things are detailed and scaled assures that these maps can be rather enjoyable for slaughtermaps. so go ahead and play this.

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Guest

Unknown date

  
Pretty good. 4/5

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Guest

Unknown date

  
hard but not insaleny.good work

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Guest

Unknown date

  
Pretty damn crazy and huge huge levels. Gameplay was good and varied enough as far as some slaughter wads go. In fact, this is one of the better slaughter wads I have played tbh, certainly in terms of design. Some criticisms would be that the music is a bit bland, and some of the gameplay can get a tad repetitive. Although not perfect, it is worth a strong 4. -TRRobin.

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Guest

Unknown date

  
5/5 love it

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Guest

Unknown date

  
A solid dose of slaughter with interesting architecture as the chaser. 5/5

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dobu gabu maru

Unknown date

  
Combat Shock is a filling series of slaughter maps that's bound to bruise some bones. It's packed with large scale fights, jaw-dropping locals and enough ammo to store a warehouse. Since this is some of Jakobsson's early work there are a lot of rough spots & awkward fights, and unfortunately it lacks difficulties, but overall it's definitely worth a play for those that like to raze entire battlefields of brutes.

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Guest

Unknown date

  
Great slaughter wad with Sunder-ish themes. 5/5

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Guest

Unknown date

  
The word "stolen" was presumably intended as a joke, since the graphics are from sources that give permission. So the 0/5 is harsh if it is only on that basis. On the other hand, the music is mostly from sources that don't give permission. While that's quite common, it is a legitimate reason to vote a wad down. If you can't make music or find a source that allows reuse, just have no music in the wad at all. Everyone has music wads that they like, after all, and with many ports you can preload them.

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Guest

Unknown date

  
5/5 for all visuals and music... mixed feelings from the gameplay dept: #1 is nice but pretty run of the mill slaughter. 2 and 3 are the best, and count among the coolest maps i've ever played! (700 monster trap anyone?). #4 is overdone: a rather tedious affair that would have benefitted hugely from half the monster count (would still be well over 2000) and half the lag. Dying in an imp ambush you might walk off unharmed from, just because of extreme computer lag, is frustrating! Still, 4/5

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Platinum Shell

Unknown date

  
This mapset looks cray cray.

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Guest

Unknown date

  
Do Search for "Filename" of "Combat Shock" on search function above. These are very solid, though I would not quite as good as the original. But well worth a play for all the HR, Sunder types. 4.5/5

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darkreaver

Unknown date

  
Tough as fuck (at least for me), but in the end very enjoyable. Awesome map design and architecture too.

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Guest

Unknown date

  
This pwad keeps you on your toes. No time for a breather ... download now !

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Guest

Unknown date

  
thoroughly enjoyed this wad. He wasnt kidding about the revenants. hope to see more wads from this author.

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<inactive>Player Lin

Unknown date

  
Slaughter mapsets without difficulty setting...no, thanks. Well, it actually looking good, layout and textures, but gameplay just too unfair. Battling in narrow passways or small room, when arch-viles kicked my ass so hard, really? I know plutonia did such stupid shit but at least has enough place to escaping its raging, but not on this mapset... Get boring after completed Map01 and get killed about 50+ times... if I'm doom god I would give this 5/5 but I'm NOT, sorry. 3/5

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Guest

Unknown date

  
nothing special, kind of " sunder of the poor guy to me". 1/5

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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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