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Beware of False Prophets

   (19 reviews)
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Guest

5 Screenshots

About This File

One map inspired by the Death Tormention series. Uses music from Whipsers of Satan map27.


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Guest

Unknown date

  
good design..

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Guest

Unknown date

  
Very nice old-style level. From that POV: well decorated, good gameplay @ UV. Solid 4/5

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Guest

Unknown date

  
Long time to play a WAD with ultimate doom sky. This one is pretty decent in flow, detail is good enough too. 4.5/5 - Optimus

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Lightning Hunter

Unknown date

  
A good map that starts out with the E4 style, then moves in to the Hell theme. The interiors could have used more detail, but the exteriors make up for this with abundant eye candy. The game play balance is just about perfect. In particular, the conservative ammo placement adds a nice challenge for any skilled doomer. The only downside is the abrupt ending. There is an entire exterior area near the end complete with a building that went unused.

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Guest

Unknown date

  
boring and big piece of crap

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Guest

Unknown date

  
Decent. 4/5

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Guest

Unknown date

  
Nice map by an up-and-coming mapper who understands how good gameplay works and is, it seems, starting to move on to more ambitious projects. It is nothing hugely special or unusual, but you won't regret any time you spend playing it.

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Guest

Unknown date

  
The exit should be a little less sudden, but otherwise I found this top caliber (who cares what the name is?)! Without any new textures you could pretty much insert this into Thy Flesh Consumed and not have much of a problem. Although, if you are going to end a map at the appearance of a new scene, then you should have or at leas be planning another map that starts there. But that's a nibble.

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Guest

Unknown date

  
5/5...its a fun, challenging map with great layout and monster positioning. It's really a lot harder than it seems. -FoH

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pcorf

Unknown date

  
Pretty good Death Tormention-inspired map. I could be better, it could be worse. But it was FUN!

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Guest

Unknown date

  
Solid in every aspect, except the exit really looks like there should be another level, it's inconclusive. Still 5/5

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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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