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Five Minutes of Hell

   (9 reviews)
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4 Screenshots

About This File

Basically, this is a temple in hell that can be blazed through in 5 minutes. No real plot, just demons getting blown away.

This wad originally began life as part of what was going to be a 9 map set for Vanilla Doom, but I abandoned it after switching to Zdoom. Then I took bits of maps 2, 3, and 5, converted them to Zdoom format, put them together, and added some basic Zdoom functions and scripts. It was going to be part of the Doomworld Mega Collab (or whatever it was called), but I missed the deadline. It gathered dust on my hard drive for a few months, until recently when I decided to polish it up and release it anyways.

One more thing. Given that this is my first public release, I'd appreciate some constructive criticism so that I know what to improve next time.


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Player Lin

  
Stealth monsters just pointless, and you used it badly too. The level itself just okay, but feel you could do better. And about the monster trap fail to teleport on the yellow key room, since I tested all release versions of ZDooM can run this WAD(2.0.96 to 2.8.1), all have this problem so I don't know if author ever test it before release... 3/5 -playerlin

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slyverssj

  
https://youtu.be/tWk ca4Cs-A8

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Doomkid

Unknown date

  
Hey Linkrulezall, it's Faceplant from Pirated Games Central! Knew I recognized that name. Anyway, this is a fun blast of a map that gives you just enough ammo to get by, but you'll always have a few spare rockets. There's a circular room with an intersection that leads to 2 different battles, I like that. In that room, once the bars come down, there are missing textures. Overall this is fun, download it nao!

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Guest

Unknown date

  
Started out very well, but ran out of steam later on. At least one sidedef (1830) is missing a lower texture (crouch in sector 219 and you can see the HOM). More than 20 monsters failed to teleport in for me in the yellow key area, although that may be GZDoom's fault rather than the map's. All in all, fun, but not super-special. 3.5/5 - ZZ

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Memfis

Unknown date

  
Boo, stealth monsters (only 4 fortunately). Also the "music" was just a single note for me, probably something wrong with my system. Anyway, this is a short and visually simple brick\\marble temple map with arena\\trap oriented gameplay. Some fights are trivial, others require decent maneuvering skills. The level feels very disjointed, just rooms connected by doors, but I thought it was kinda fun to play. The new story screen is appreciated too.

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Snakes

Unknown date

  
I not-horrible type of map that works decently enough as a first release. The architecture is predictable plain and with noticeable errors at certain points (DOORTRAK pegging issues, flat mismatches), but these are mostly forgivable. Gameplay is solid, albeit one-note. The stealth-cacos aren't really necessary, the fights all of the same flavor and variety, but the cybie battle was a decent enough moment. All in all, it's worth a playthrough if you're bored, but nothing you'll remember the next day. 3/5

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  • File Reviews

    • By Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened. The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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