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Combat Shock 2

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


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Killer5

  

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.

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Spectre01

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

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Guest

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

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Guest

Unknown date

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

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Guest

Unknown date

  
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

  
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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Guest

Unknown date

  
It's hell!!

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omegamer

Unknown date

  
AWESOME 5/5

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dobu gabu maru

Unknown date

  
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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Guest

Unknown date

  
Brilliant fun!

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Guest

Unknown date

  
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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Guest

Unknown date

  
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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Guest

Unknown date

  
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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Guest

Unknown date

  
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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Guest

Unknown date

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

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darkreaver

Unknown date

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

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Guest

Unknown date

  
Love it! 5/5

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Guest

Unknown date

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

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Guest

Unknown date

  
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 amackert · Posted
      A decent (if slightly dated) set of maps with a moderate level of difficulty for the majority of it. I played it twice recently on UV, both runs played continually. Both saw me enjoying a good portion of the wad, but on each run I left the experience irritated. I feel Map 26 is the true end to the wad, as Maps 27 through 29 are extremely drab, boring slogs that fail to continue the intensity introduced with Maps 25 and 26. Map 30's Icon of Sin fight is also tedious and a poor way to end things, essentially requiring SR50 for the first elevator. Had it not been for these issues (and an excruciatingly sluggish Map 20, but slightly less so on my second playthrough), I would have given the wad four stars. It's easy to see why this was seminal at one point in time, but wads in more recent years have far surpassed it in not only map complexity, but enemy diversity and overall map/wad pacing, among other things. It's most certainly not the greatest megawad ever made, but it's still worth playing.
    • By amackert · Posted
      Visually there is a ton of attention to detail which is always a treat to look at, and the actual map designs of the first four episodes are very well done. I enjoy the "new" monsters and some of the upgraded weapons, it definitely makes certain parts of it feel fresh compared to the typical wad. The challenge on UV was just right for me with few if any parts being too overwhelming. Overall it gets a 4/5 from me because I wasn't a big fan of the fifth episode set of maps, both thematically and gameplay-wise. Ammo starvation was real there in those last few maps which isn't a lot of fun to me, not to mention its too drastic of a change compared to how the rest of the wad plays. Also, thematically I feel like these end-game maps would have made a bigger splash as mid-game maps, not finale maps. Great idea with the final boss mix-up though, I enjoyed that. I do still prefer Ancient Aliens as a whole (a wad that I feel is much better balanced overall and is more interesting of an experience), but Valiant still comes highly recommended from me.
    • By hardcore_gamer · Posted
      I agree with BChricton78. Rather than being fun to play, this remake just highlights how massive of a difference good lightning and texturing makes to a level/game. I know this isn't the fault of the makers of this mod since they were merely remaking the original Doom 64 levels, but these levels frankly aren't very great when stripped of the improved Doom 64 graphics. So much in fact that it makes me wonder how important level layouts even are compared to other aspects of the visual presentation such as texturing, lightning and rendering.
    • By silentzorah · Posted
      Good stuff.  Only giving it four stars because though the new music was good, I just wish there was more of it.  Still, this wad is absolutely worth your time.
    • By BChricton78 · Posted
      Umm... From the brief snippet I played, I'd definitely give them an A for effort... But this just feels... wrong to me. I'm sorry but playing Doom 64, without the lighting, atmosphere, redone sprites and ambient music? No thanks. It just takes away the things that make Doom 64 so special. Still a nice little attempt at recapturing Doom 64, but I'm better off with Doom 64 EX, for my fix.
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