Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Dances with Hellspawn

   (12 reviews)
Sign in to follow this  

Guest

1 Screenshot

About This File

Network of halls with a sort of Dungeons and Dragons feel.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Guest

Unknown date

  
very fun!! 4/5

Share this review


Link to review
Guest

Unknown date

  
Pretty darn good - 4 stars

Share this review


Link to review
Guest

Unknown date

  
Pretty good looking, but not that exciting. I didn't like having to fight a million lost souls, all the while looking through identical rooms for ammo.

Share this review


Link to review
Guest

Unknown date

  
Make it less symmetrical, give it a better flow and make it less of a series of disconnected fights/rooms, and you'll get something worth playing. 2/5 - ZZ

Share this review


Link to review
Guest

Unknown date

  
umm...er..um....Not too shabby?

Share this review


Link to review
Guest

Unknown date

  
I enjoyed it, it was pretty good! ~vf

Share this review


Link to review
Guest

Unknown date

  
A map where there is a central ring surrounded by an outer hallway, both, at best, spammed with monsters. There isn't much detail, and if there is, I couldn't see it in the darkness. Also, very buggy red doors. Needs playtesting and detailing. 2/5

Share this review


Link to review
Guest

Unknown date

  
A delight of a level to play providing a decent challenge while at the same time packing in enough new visuals and sound effects to make this a fresh doom experience. Whats more is that you never know what you'll trigger next, so that element of surprise always keeps the player on their toes. Great job! 5/5! -FoH

Share this review


Link to review
  • 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.
×