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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 Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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