Combat Shock 2

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4 Screenshots

Author

Daniel "dannebubinga" Jakobsson

About This File

7 new slaughtermaps. Hard enough to turn you into a combat wounded veteran. Use pr/gl-boom+ for best performance. Complevel 9 or die!

Credits

Big thanks goes out to:

-Phml and j4rio for playtesting like crazy.

-gggmork, Nevan and ancalagon for playtesting some more.

-darkreaver for being overall awesome and kind.

-Grain of salt (where the hell are you anyway buddy?) for the status bar.

-Primeval for letting me use his awesome midi

music credits:

Map01: tnt - map10 Map02: From: vile flesh - map18 by...? Map03: Primeval - Stigmatism Map04: Descent - d_cent06 Map05: Resident Evil - The joy of life Map06: plutonia map32 Map07: Kevin Schilder -- "E2M4", from Heretic. Resident evil 2 save room music

Texture credits:

Afterglow, CC4-tex (by various peeps), q1-tex and myself for the yellow sky in map 04 & 05.

Sprite credits:

Zombie skin by Bouncy

Shotgunner skin by Ghastly_dragon

Green chaingunner skin by TheDarkArchon

Base

New from scratch

Build Time

On and off for 10 months

Editors Used

Doom builder 2, slade 3, doom word, paint, photoshop, whacked

Bugs

Some mis-alignments here and there




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Killer5

  • 4
   3 of 3 members found this review helpful 3 / 3 members

The following review is comparing Combat Shock 2 to today's slaughter wads.

 

A pretty good wad overall. There are some design decisions made in the larger maps that make sense from an open-endedness design perspective.. but honestly I decided that it really detracts from the experience.

 

The following descriptions are from my play through on UV, using pistol starts, and no saves.

 

Map01: One of the best maps in the wad. There is very little downtime on this map and there is almost no tediousness cleaning up any of the fights. There are some filler moments but that is to be expected on Map01 I guess.

 

I wont talk too much about Map01 because there isn't much that I really dislike about it. It is Map01 difficulty.. but still threatening (albeit not lethal) and has a great start and a great final fight.

 

 

Map02: This map is quite slow in comparison to Map01 and introduces some of my complaints about the design decisions made in some of these maps. It seems a lot of maps follow a design decision which gives the player complete control over how the player wants to play the map. Unfortunately if the player is playing blind then the player will most certainly not be running around trying to aggro everything with reckless abandon.. but instead trying to survive. This means incredibly slow gameplay.

 

My first experience with this map was quite a stale one. I had plenty of room to move around at all times.. and was able to take every fight one at a time (none of the fights are really threatening on their own save one which I will get to). This one fight involving tons of pinkys, a cyb, mastermind, and hks can be cheesed completely but simply running out of the area. It is quite obvious that you can leave the area immediately so I can't really say it is cheese.. just a design decision to allow to quicker play if the player wants. I think this is fine if you want to open the map up for speedrunning or something.. but it is something that really made a poor experience for me when I didn't go into the map with a mindset of aggressive play.

 

The final fight is really great. Making 3 monsters threatening is kinda hard and Danne pulls it off well with 2 viles and a cyb.

 

 

Map03: Incredible map. I really enjoyed how my experience was made harder or easier depending on the decisions I made at the start of the map. Sure you can get rockets early.. but that rocket fight is quite hard because of specters, and viles in a close quarters fight. I found that I could actually get plasma first.. and then return to the rocket area with plasma. This made the area easier and gives the player something to think about when playing the map. Great stuff.

 

There are these groups of lost souls that appear when you raise the platforms leading to the final 2 arenas.. all they did was make it a bit more annoying to kill the hks (I just took an extra 30 seconds to kill the lost souls prior to dealing with the hks).

 

Final two fights are fun. Especially the final area.. pinkys + cybs is always a fun combo.

 

 

Map04: This map is half good.. half incredibly tedious cleanup.

 

The first half is fun.. you get an awesome fight with imps/mancs/cacos/cybs in a medium size area. Very easy to get blindsided by fireballs/rockets here. The following bfg fight is also really great. You need to sort of figure out how long you can be aggressive vs the viles while still finding room to escape so you dont get cornered. The mastermind usage during this fight is insanely good too. Probably one of the best wandering masterminds I have seen in a map.

 

Unfortunately the map slows to a crawl after getting to the next large area. While it is INCREDIBLY easy to eat errant cyb rockets at the initial reveal of this room.. it is complete circle strafe for your foreseeable future. I assume this area would be fun to speedrun.. but again casually this room is kinda meh in my book. The vile horde at the end is also quite stale since there just arent that many and the viles just sort of funnel towards your bfg. ezpz.

 

 

Map05: Another map which falls victim to the open ended gameplay trope. There are many fights here which would be fun if you were going to play the map fast.. but playing slow it is an hour long map consisting of a long grind with almost no threat.

 

The start is full of areas with very low threat and a very high monster count.. I don't really have much to say about them individually except that they didn't kill me. Eventually after grinding through many nonthreatening fights you get to the bfg area. This area looks great and has some great platforming to get the bfg. Unfortunately the bars which prevent you from leaving open immedately. I don't really understand this design decision unless you are just trying to allow people multiple ways of playing.. if you want you could just jerk off and spam rockets until you win. Hardly any threat in this area and almost no reason to use that big fucking gun you just grabbed.

 

The final fight is also a slog playing casually. The meat of the room is triggered by a switch.. but if you dont want to hit the switch then you can just circle strafe for days while the center of the room kills and mancs on the outside of the room kill each other so then when you hit the switch.. you have almost no threat from the group of monsters which are spawned from the switch press.

 

Quite an easy/grindy map. It overstayed its welcome. But it looks phenominal.

 

 

Map06: My favorite map in the set. Almost everything in this map is good. There are a couple incredibly trivial fights later on if you know how to use bfg well.. but luckily these fights don't last long. The finale is kinda meh casually.. but it still isn't free so I ended up liking it. Great map.

 

 

Map07: Bonus incidental combat map. I enjoyed the larger area around the yk door.. but everything else is whatev. Not really a fan of this map.

 

 

Overall: A solid slaughter wad made in the vein of Sunder. C-shock 2 is definitely easier than Sunder and in some maps outmatches Sunder in gameplay and quality (Maps 01, 03, 06). C-shock 2 is also completely void of incredibly offensive maps such as The Cage. As far as slaughter wads go c-shock 2 is a must play and is a huge improvement over the original c-shock. 4 stars.

 

Also.. it is really fun seeing wads made from 1/2 of the Sunlust/Italo team. While I think Danne improved a lot as a mapper his early maps still pack quite a punch.

4 people like this

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Spectre01

  • 4
  
A high quality sequel to the already good CS that gives you more challenging maps to conquer. 4/5

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  • 5
  
Brutally difficult masterpiece. Only true doomers will manage to beat this bastard.

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Unknown date

  • 5
  
Legendary. Note it says "Boom" but Map04, Map05 and Map06 are huge and will probably crash on Boom 2.02.

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Unknown date

  • 5
  
By Map 3's second half, and particularly Map 4, this becomes impossible when playing UV -fast monsters. Level design is top notch though, just don't play this with fast monsters.

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Deeforce

Unknown date

  • 5
  
This wad is a motherfucker. Played it, liked it and still play it! Very well done. I will recommend it further on.

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Unknown date

  • 4
  
It's hell!!

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omegamer

Unknown date

  • 5
  
AWESOME 5/5

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dobu gabu maru

Unknown date

  • 5
  
Combat Shock 2 improves on its predecessor in nearly every way, tightening up the loose ends and ratcheting up the intensity. It starts off humble enough but delves into the metallic hell of slaughter as you're forced to stave off waves of unspeakable horrors. The arenas are more grandiose and the fights smarter, focusing on challenging you while wasting as little time possible (mostly). It's definitely a daunting trial, but like climbing a mountain the journey contains a reward which few will ever know.

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Unknown date

  • 5
  
Brilliant fun!

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Unknown date

  • 5
  
Just managed to finish a playthrough using Brutal Doom EE. Holy crap, that was as intense as they get! This baby goes in my Top 10 wads.

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Unknown date

  • 4
  
Though not as grandiose in scope as its predecessor, the play is just as exhilarating. At times the 'slaughter' scene and its idiosyncrasies can be difficult to take seriously, but works like this prove that it can be a rewarding style in skilled hands. While the visuals remain VERY Sunderesque, Jakobsson has a real talent, distinctly his own, for crafting multifaceted combats using legions of demons. Definitely one to try if you've been skeptical of the style's potential in the past. --TDoTW

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Unknown date

  • 3
  
Do Search above on filename/"Combat Shock" Very good, though not quite as good as original. But well worth the effort for all you HR/Sunder/Combat Shock 1 types. 4.5/5

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NuMetalManiak

Unknown date

  • 4
  
very much fun.

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Unknown date

  • 5
  
An exhilarating and very challenging set of slaughter maps. It is definitely an improvement on the already good CombatShock1. Every map I beat, I felt a real sense of achievement! Sometimes "Slaughter" style wads can be a bit redundant and repetitive. Not the CS wads. They are worthy of you're play time. 5 stars from me. -TRRobin.

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Unknown date

  • 5
  
just as awesome as the first set of maps, but not as brutal. 5/5

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darkreaver

Unknown date

  • 5
  
Now we are talking. Awesome, brutal, nice looking, epic, etcetera. You get the deal.

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Unknown date

  • 5
  
Love it! 5/5

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Unknown date

  • 5
  
More like EPIC Shock 2! This wad deserves a better score than just 5/5.

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Unknown date

  • 5
  
Simply fantastic well crafted set of levels starting with tense tight fights leading to the choreagraphed mass slaughterfests seem first in Sunder, perhaps the industrial theme of Map04/05 feel a little overdone and maybe a little bland in colour but this is only a minor niggle. 5 stars and defo dark horse for a cacoward. Just a note for the textfile (Map02's music was composed by Gwyn Williams and Map06 (hahaha, you know that one))

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  • File Reviews

    • By MaysaChan · Posted
      Honestly, I enjoy playing this map, level design is well done!, the only complaint about this map is traps door are little "unexpected", I mean instead of regulars troop like zombieman or lmp behind trap door, it replace with Bunch of Demon or Baron of Hell. Health pick up (except bonus health) are uncommon in every level but other than that is awesome!
    • By Zalewa · Posted
      Built from Doom 2 resources, this maps packs a surprising difficulty level. You may get caught off guard several times. Expect some Arch-Vile fights. While the visual design is simple, the areas feel distinctive, though quite cramped which further bumps up the difficulty.
    • By Meril · Posted
      Comparing to others wads from 95, this one is pretty nice detailed. There are some minor texturing issues mostly next to stairs. Overall it's looks nice. But all others parts are screwed up. Map is very cramped. Rooms are small and corridors narrow. Monsters are weak, provides no challange. Gameplay is mostly switch hunt, including unmarked switch on the left on kind of hidden corridor with exit sign. Map is short, if you won't stuck like me you may do it in few minutes. Also I found a bug: damaging floor in secret area which clearly shouldn't hurt. Overall: Why I'm writing so much about kinda crappy wad from over 23 years?? 2.5/5*
    • By trrobin · Posted
      Very fun maps with nicely-honed gameplay. Lots and lots of action and never repetitive. Play it!
    • By Zalewa · Posted
      I commend grouping the maps such that there is a streak of excellent maps followed by not so good maps. That way it's easy to continuously play good maps without getting disgruntled with the WAD.   I recommend all vanilla maps (yes, even TimeOfDeath's one), two first ZDoom maps, all limit removing maps except MAP10 and MAP11, boom maps - the quality varies here but there are still some good maps.   Special highlight for map of the WAD goes to MAP24 - what a map, what an excellent use of textures. The illusion of lighting and depth is strong in this one. What excellent architecture. What grand design. What great fights. Go play it!   Awful stench awards go to: - MAP11 - the inversed turd mountain that you climb and climb and climb in a rotating spiral while imps spawn and spawn and spawn and then you fall down like a ski jumper. - MAP20 - It's like a Wolfenstein 3D level but with 1200 enemies. Avoid. - All jump puzzle maps in ZDoom map pack.   Given that there are no quality guidelines for this particular community project, I still think that there are plenty of very high quality maps here, hence it's a remarkable achievement, hence 5 out of 5 stars.