This is one beautifully crafted piece of well orchestrated torture.
UV-difficulty is by no means suited for players inexperienced in the slaughter genre, and even on HMP you're expected to get the very basics right.
What starts as a series of smaller, moderately difficult, albeit punishing encounters in seperate areas of this map evolves into a full blown fight for survival that takes place almost across the entire map once you unleash the final wave of enemies.
The layout of this map is nothing short of effective. By the time you got your first set of guns you will already have several revenants, a vile and more coming for you, while at the same time this map manages to deny you any sort of comfortable "cubby" that you can start working from at your leisure. Unless you really cleared out an area in this map you best keep moving, because something will shoot at you from somewhere and when you get hit hard anywhere down the line it's probably gonna hurt a lot in the long run. But don't be fooled into thinking you're simply going to carve out some space where you like and it'll just stay that way, that's not how this map is going to play.
If you plan on beating this map on UV, you're gonna have to do some very careful planning in order to not get blasted from seemingly out of nowhere at the most inopportune moments and have enough resources left to deal with the final wave of flyers in a "safe" fashion, relatively speaking. Situational awareness at all times, and a proper route is key here.
This was a tough nut to crack, but I had a good time with it. If you're anything like me, and you like to play maps you need to sink your teeth into, this little gem here is well worth downloading.
So here goes yet another wad, still played through GZDoom's Software render like everything else.
What do I think? Well, compared to the other Doom wads I've played until now I must say that this was honestly the most fun and exciting of all of them. The levels have a great layout and good enemy placement. Although some maps, especially towards the end seem to go full b*llshit with the enemy count they were still really fun to play, quite unexpected to be honest since the difficult parts in the previous wads I played had the tendency to be really frustrating and often unfun, but for some reason that's not the case here.
Most levels don't rely on lots of textures but they're still pretty beautiful, and none of them drag on or are longer than they really should be, with easy to find secrets, some of them being out in plain sight and very easily accessible, which is a bit questionable indeed, and the most difficult levels seem to typically take place in red, hellish, cavernous areas. There aren't any maps that I dislike, probably because the gameplay is solid all the time, and they give you just enough resources, no war of attrition to be found here. My favorite level is going to be MAP11 Sneak Peak, I've seen maps and areas that make punching fun and satisfying, but so far none did it better than this one, just pure enjoyable punching to be found here, and the best part? Enough resources so the game doesn't descend into madness territory, or perhaps it does, in mad fun if you know what I mean. I must also admit, I did not expect to run into slaughter levels at all, but they were pretty nice and not insanely cruel, yet this stuff is way beyond my league. I managed to finish them after a number of failed attempts, but I'll likely not get serious about playing slaughter wads in the future, it's just neither my thing nor is it for me and my skill level. No shame in admitting this.
My only gripe would be with the last map. And I thought post-MAP24 levels in Memento Mori 2 were annoying with their enemy counts and scarce resources, but since this one is a slaughter level as well just like the few ones that came before, and unlike the typical Icon of Sin kind of final maps, it's full of waves of Revenants, Cyberdemons, Barons, and other strong enemies, a really, really difficult and tricky map which can be confusing and frustrating at times, but it doesn't mock you with giving you few power ups and ammo and let you die in agony. I'm just so damn glad to be done with it, I don't want to ever see something like this before me again, the horrors of hell will haunt my dreams forever. I also think that forced pistol starting levels wasn't a bad idea at all, but rather an interesting concept, with great balance, and definitely much better than making maps with crap encounters, tons of traps, scarce resources, and so on just to provide an artificial challenge to the player. They can be a bit difficult, but you only need to be careful, and fast sometimes, they're very far from insane. The timed level Run from It was just as interesting, but I had to Google a little after I died a few times because I couldn't understand what's going on in this map and why I keep dying out of the blue.
The music is also fantastic, the songs which play on MAP19 3000 AD and MAP20 The Starport being my favorite of all. Bit of a shame that it doesn't feature a complete replacement of the vanilla Doom music though. Other than this, to sum things up, this wad should definitely be considered a classic from my point of view, it's a fine candidate to the title, damn fun and solid, I loved it.
Only first map is good, where you must run away from cacos. but when you get ssg everything becomes bad. Visualy this wad is below average (from 1995) missaligned textures, very big square rooms. At least no maze included.
Maps 01-03 have a lot of backtracking, and switch hunting, but they are easy to find. Map 04 has INSANELY high lift. One way lasts so long, that you can go make dinner, clean your room, drink some beer, and still wait for it.
Overall waste of time, but not terrible. Just below average of 95 wads.
Pretty decent WAD by UltimateLorenzo. Overall I really dig the use of custom monsters and the addition of the Plasma Shotgun and Nailgun - they fit in quite nicely.
As for the maps themselves, I love the detailing put in each level. A lot of hard work has been put in to make these levels pop. The first five maps were excellent, the next three were tedious in that you pretty much have to shotgun everything pretty much (if done on Pistol-Start), and the final five was also quiet good, taking on a more 'Quake' style in appearance.
What's the deal with MAP13 though? No weapons to take on 250+ monsters? Obviously not meant to be Pistol Started. Good if this was made into a full-fledged megawad, but this is still certainly worthy of a playthrough.