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DOOM ][ "A$$KICKING"

   (17 reviews)
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5 Screenshots

About This File

You have just walked into the Industrial Plant. Your mission is to disable the plant from pro- ducing more toxic waste that is destroying the Earth. The foreman of the plant lives in the guarded mansion. He's out of town. He left the place well guarded in his absence. You must figure out the puzzle of how to destroy the plant by going from the plant, to the key house, to the mansion and back and forth again. It might seem impossible... but it ain't! (only on level 5)


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Guest

Unknown date

  
...whats wrong with this wad? Seems pretty solid to me. Captures the feel of classic doom2. 4/5

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Guest

Unknown date

  
Neither great nor abysmal, this is a more or less okay level bordering on mediocre. Some fights are alright but it meanders and it puts the bulk of the difficulty at the exit room. *** In any case, it's good to see '90s WADs still being uploaded. I think it's a part of community history that should be retained regardless of quality. But why is the date stamp new?

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Unknown date

  
crud

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Unknown date

  
Absolutely abysmal. 0/5. I'm convinced the people above me praising it either a.) haven't played it, or b.) have an unhealthy obsession with 90's wads.

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Unknown date

  
absolutely terrible...

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Unknown date

  
pure crap

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Unknown date

  
Hmm... The very first run (@ UV) I unexpectedly finished the level without a single key, and after having visited only half of the level. So I suggest some recheck... Besides that, it's not very impressive, in layout nor in gameplay, but it's not too bad. 3/5 when revised

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Unknown date

  
should be illegal to create such a crap

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Unknown date

  
The exit will kick your ass. :/

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Guest

Unknown date

  
Wow! AOL stands for America On-line - I always thought is stood for Arseholes On-line. Then again, same difference, eh? Why anyone would want to kick their donkey is beyond me. The map... meh, not bad. Passed a few minutes.

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Unknown date

  
Confusing places, not much but I missed a lot of stuff. Blue/yellow doors that I didn't looked, went to the exit. 2.5/5 - Optimus

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Unknown date

  
I cleared so early.

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Unknown date

  
90s wad - enough said.

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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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