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Industrial Estate

   (19 reviews)
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4 Screenshots

About This File

This map was a rejected megawad level that i've been working on. It was rejected due to not having the same consistency as the rest of the maps.

Map is set around an industrial estate. Map is fairly large, probably looking at a par time of 20 minutes or more.


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doomedwarrior1981

  
really good level not too hard but not too easy just right in difficulty and the architecture and lighting is beautiful

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Guest

  
good stuff

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Lightning Hunter

  
A well-balanced and good looking map overall, with a few quirks that lower the rating a bit. The first quirk is an abrupt ending with a pointless secret with ammo after you've already killed everything. the second quirk is the lack of a plasma gun and BFG, despite a whole bunch of cells that have been placed throughout the map. The readme says this map was rejected from a Megawad, so maybe the BFG/Plasma were supposed to be obtained in other maps.

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Guest

Unknown date

  
Very good! 5

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mrthejoshmon

Unknown date

  
brilliant map with good game mechanics and enemy placement, as well as providing a challenge!

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Guest

Unknown date

  
i thought it was good

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Guest

Unknown date

  
Very solid map, looks good, plays pretty well. A few little glitches here and there but nothing catastrophic. 4 stars

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Guest

Unknown date

  
This was a good map. It's tough, but enjoyable and action-packed!

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Guest

Unknown date

  
good

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Guest

Unknown date

  
a map among another you play it then forget it

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Armaetus

Unknown date

  
Nicely detailed and provides a decent challenge on UV. Gameplay is smooth and there is enough ammo and health to balance against the monsters. 4/5 -Mr. Chris

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Foodles

Unknown date

  
enjoyable, with the right amount of challenge and a pointless secret at the end. 4/5

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Guest

Unknown date

  
Architecture is not very special, but gameplay @ UV is quite good. 4/5

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Guest

Unknown date

  
I thought this and the authors other map Mill 2 are excellent.

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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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