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The toxic exodus

   (21 reviews)
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About This File

A medium to large sized map taking place in a underground facility, use opengl mode! The textures are free to use for your own project, as long as credit is given.


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Guest

Unknown date

  
quiet good 4/5

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Unholypimpin

Unknown date

  
Great map, too bad its only 1 map =[ Will you be making more like this?

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EvilNed01

Unknown date

  
Great map! Loved it. My earphones weren´t working properly, so the SFX and music all came out weird but it only enhanced the effect as it turned it into somewhat of a nightmare-ish feeling. Everything sounded distant and ominous.

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Guest

Unknown date

  
good desing and fear!

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Guest

Unknown date

  
Excellent wad!Nice details and gameplay.5/5

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Guest

Unknown date

  
Very very good and creepy!

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Avoozl

Unknown date

  
As good as BTTF, just a little too much green lighting.

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Guest

Unknown date

  
Unfortunately, there is a missing action that prevent the correct function of the red key. using the Idclip cheat allow the player to bipass this issue, but it's not an elegant solution. It is advised to wait for an update if you think this might ruin your gaming experience! Thanks for your patience! The author, Simon666

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Guest

Unknown date

  
Pretty easy and straightforward map. It is really pretty, polished and atmospheric tho.

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Guest

Unknown date

  
Very nice, very well-designed, very atmospheric - liked the ambient sound/"music" and the reverb effect and the homages to E1M3. No problems with the red key, either. My only complaint: it's too short! 4/5 - ZZ

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Guest

Unknown date

  
3/5 - Zalewa. This map is nice but I subtracted one star for broken ending.

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Guest

Unknown date

  
Overall: short but very good wad. Solid 4/5. BTW no problems with getting the red key using gzdoom 1.6.0.

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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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