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putin eats children

   (24 reviews)
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"she drowned" (c) putin


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kristus

  

Love it

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Guest

  
Instant 0* because DooM is not intended for political statements. Having said that, this is just a large room with 2013 monsters and no place to hide, so it has about the maximum lack of originality - therefore I would have given it 0* anyway. IOW: truly a waste of time. BTW Some quotes: 'excellent level design' and 'solid map' - looks like the DoomWorld BS detector app needs some refinement... :-(

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Guest

  
lol at butthurt Russians down-rating a solid map.

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xnv

  
Еди ;наn 3; Рос ;сиn 3; 146/5

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Guest

  
Well, It's not bad, excellent level design, but there is a limit on how satanic a WAD can be, and this just exceeded that level.

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Guest

Unknown date

  
A bit shit, if I'm going to be honest. Run around in circles firing the BFG to thin out the 2000+ crowd, targeting Arch-Viles on sight. The rest is a simple process of cleaning up, hitting a few switches, cleaning up some more, hitting more switches, then feeding Putin's brain some rockets. Boring, in short. But at least it looks alright. 2*

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Unknown date

  
The good: nice look, fast paced solid slaughter gameplay The bad: Grindy (like most SL. Wads), HORRIBLE MUSIC 2/5 -Ofisil

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Unknown date

  
The music is a deliberately disgusting metal with repeating grunting of "putin est detey", which translates to "putin eats children". It's a russian meme which originates from putin's weird behavior - he had a sudden urge to kiss a boy in a stomach and did it. This immediatelly produced a huge reaction all over the runet. 4 stars for being fun to play and funny.

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Unknown date

  
Good map, but does putin really eat kids? He should be a vegetarian like me. By the way...I hate tofu!!!!!!!

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Unknown date

  
^ what the heck you talking about? the map is relatively easy. just circlestrife around and wipe out all archies, picking up megaspheres on the way. the rest is a piece of cake even for n00bs.

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Unknown date

  
a huge arena in Deus Vult style, a insane ammount of monsters, but barely completable for the most expert...

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Unknown date

  
Very funny. -Putin

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Unknown date

  
look like an eternall map pretty nice but tough

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Unknown date

  
DBryan says: Yes! Yes! YES! YES!

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Unknown date

  
Decent map, GOD AWFUL music. 3/5

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Unknown date

  
A dull slauther map. Meh! 2 stars.

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Unknown date

  
It's hell!! But I clear!

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Unknown date

  
typical slaughter map. ok, nothing too special about it.

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Unknown date

  
A decent slaughter map. The architecture is reminiscent of Deus Vult.

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Unknown date

  
Is this an another Deus Vult parody? 2*

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Unknown date

  
A square room filled with monsters, close to DV or Eternal's (the mapper, not the wad) hell maps. Requires a lot of circlestrafing if you're anything less than a top tier player. Music is just random metal with some guy grunting, not my thing but worth 5 stars alone for the amount of whining it will elicit from grown men who still take cheesy music genres catering to teenagers insecure about their virility way too seriously.

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Unknown date

  
probably an Eternal's wad. nice picture :) strange how this has not been rejected because fake email

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Unknown date

  
very good map, love the environment. music is ofc repetitive. love the bodies going into the blood pools.

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Unknown date

  
surprisingly decent 4/5

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  • File Reviews

    • By PsychEyeball · Posted
      One of the earliest community projects to be compiled, Community Chest is a 32-map joint effort from many mappers in 2003. The rules: use only stock textures. The sky is the only limit. (Ok, or Boom's engine limits)   This WAD is a good time capsule to be reminded of what the Doom community was cooking in the time, but for many, including myself, it will not be a good Doom experience. These maps have not aged gracefully for the most part and favor long, sprawling and obtuse switch hunts where the goal is figuring out what exactly the author of the map wants you to do. With a few exceptions, the combat doesn't pop in a satisfying way and when it brings up the heat, it oftens does in an unfair manner.   The number one negative of this WAD is that maps are often way too long and outlast their welcome. It feels as if many mappers wanted to deliver their magnum opus and go for the giant, epic level with many different paths and things to do, but sadly, these levels do not know when to quit and they progressively get more and more aggravating. Use3D (Maps 12, 13), Kaiser (Maps 10, 15, 26) and Sphagne (Maps 21, 23, 27) are likely the prime offenders of this rule, the latter of which also loves to include extreme resource depravation to the mix to make the proceedings even longer than they need to be.    Unfortunately, not even the smaller maps can lift the WAD above mediocrity for a single reason: a lot of the smaller maps fail to leave any kind of impression to the player, as they are a little too by the numbers and forgettable. Most of Bad Bob's output feels interchangeable (Maps 4, 8, 9), I can't remember anything about Alex Parsons' levels apart from them being short (Maps 3, 11) and Gene Bird's maps, while mostly inoffensive, look outright primitive even for 2003 (Maps 7, 32, 19, 28). This would be forgiven if the levels had good action, but the encounter design mostly feel random and scattershot, killing any chance they will stick in your memory for a good reason.   Sometimes, the WAD decides to get a little more quirky and maps decide to do their own thing. This leads to either successful moments or disaster. Ultimate Doomer's map 1 might be the single worst way to start a megawad, leading you on a mostly pistol-only journey where one will be expected to pistol cacodemons and mancubi to death. In Map 20, the purpose of invading a demon base to plant a bomb and escape in 2 minutes is very tantalizing, but Ultimate Doomer's random use of voodoo dolls standing around the base partially ruin what could have been a great level. Metabolist offers the finest slice of action in the whole WAD, filling up a micro-map with no less than a demon army. (Map 14) The proceedings only take about 3 minutes, but the carnage leaves you refreshed. Archvile46 offers the most explosive map opening in the WAD (Map 25), but the infinitely tall monsters make this first fight utterly miserable to get your footing on, all while having minimal weaponry and ammo. Elsewhere, Thomas van der Velden goes for a more charming approach, with a laid back romp through a quaint and nicely decored police station (Map 2) and a cordial Icon of Sin fight with a cute gimmick (Map 30). Magikal (RIP) serves us Map 6, which is more of a "puzzle" map. However, the solution to most of the "puzzles" revolves around pushing everything until something happens, then find out what happened.   Speaking of Magikal, we now have to adress the elephant in the room: Map 29 - Citadel At The Edge of Eternity.   Many maps in CC1 try to be a magnum opus and fail miserably. However, this map is 100% deserving of the moniker; this is a painstakingly crafted level which is gargatuan, breathtaking, and also completely infuriating. No part of Citadel is obvious or easy; you're thrown in a world where most of Doom's rules don't apply. Anything can be a switch leading toward the next step and the encounters are brutal, especially on a pistol start. The citadel and the outer mountains are full of monsters who will constantly hound you no matter where you are outside. Revenants hide inside guard towers spread all over the citadel. Highlights of the map involve: a giant tunnel with stealthy chaingunner hideouts, a daring strafe-run sequence where you must run amok the entire side rempart, the agonizingly slow elevator puzzle room and the impressive, yet buggy 3D bridges that spiral upon themselves. The most impressive combat showcase happens once you use the red key: you're set upon the bottom of a massive fortress rempart filled with countless hitscanners while sideways cages of hell knights and revenants pelt you with projectiles. It's like fighting a major war all on your own and even if you had super weapons (which you won't have on a pistol start) they'd be useless against the fortifications the demons have set. Progress in this map is often glacial, with you having to give your all to gain every inch and it'll often come to a complete halt as you're stuck figuring out what the next step is. Like in Map 6, Magikal has many diabolical "puzzles" that will leave you scratch your head pondering how would anyone find this naturally. It took me almost 4 hours to beat this map on my first try on UV difficulty, with gratuitous saving and reloading. By the time I was done, I was tired, exhausted and filled with a certain form of impotent nerd rage as I was pondering what the hell I just played. I can't help but be amazed at what Magikal accomplished, as this map is definitely a one of a kind that no one has come close to match in terms of overall scope (Eviternity 2's MAP 36 might be the closest sibling this map has). On the other, I didn't enjoy playing most of this map and I can't imagine anyone will enjoy it either.   So in the end, many of CC's maps are unecessarily bloated, some are featureless and in this 32-map pack, I can say I liked about 6 maps in total. Many of these maps have a certain hustle that warrant respect, but respect doesn't always translate to fun gameplay. If you like your maps to be on the exploratory side, you will likely find something to like in this map pack as many maps fill this bill. But the action in this WAD is either turgid or way overclocked for the common Doom player. Approach at your own risk.
    • By video_ouija · Posted
      Simply put, masterpiece.
    • By Cruduxy Pegg · Posted
      This wad is different from any other mapset you'll play. some maps are very good with gimmicks and creativity you won't find in other mapsets.. other mapsets are  the most annoying puzzle hunts in gigantic maps you'll ever see as well. actually the bigger maps were usually easier to finish quickly than smaller ones, the small ones were usually padded to high heaven with stupid progression, keys and annoying as hell build the stairs switch hunts. If you want to play it I highly recommend just using a guide or cheat using doom builder as the dumbest puzzles in this wad are usually switches you don't even know exist (like an x on a random wall on a gigantic castle to continue).   I didn't play this mapset to the end either, the last third of this mapset is very annoying and I only enjoyed like 2 of those maps before quitting on that almightly annoying map26 which goes on and on and when you think you finally found the exit it takes you to a trip in time to what seems like a re-imagination of the most annoying map in Enigma (I don't hate Flynn's maps, actually I like his master levels and a lot of maps in engima).   Sadly I didn't get to experience the legendary reputations of map27 and 30 but I don't think I want to even try.   Note: This isn't the first time I played the first half of this mapset, previously it was in multiplayer and it was still very annoying to play and most players gave up in the last third of this as well.
    • By costadevale · Posted
      It may not have that "id essence" the original DTWID has, but it has a level of abstractness that I really like. Kind of like a 1994 wad, but miles more polished. This is not "below amateurish". RIP phobosdeimos1.
    • By Walter confetti · Posted
      What a cute small level, a little relic from 30 years ago! This map is not perfect, i know, but it's a fun small map (except for the asshole-ish secret spider placement) with many new graphics and a silly jazz tune that i heard already but i don't remember the title. There's a Doom 2 version of this map? I remember the greetings graffiti at the end of this map used elsewhere, It was such a nice touch that i did the same thing in one of my early maps (We Are 183 iirc)
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