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Fuel Devourer

   (29 reviews)
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Large fuel base full of monsters - go and kill them! Made for FDC#11.


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pampoo79

  

solid map design although a bit boring. had to turn off the music at some point and didnt finish the map because I couldnt figure out how to get the yellow key.

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JudgeDeadd

  

A cool, nonlinear techbase with a lot of interesting nooks and crannies. The progression is a little obtuse at times, and some of the ambushes are downright unfair.

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Guest

  
Lots of work, and difficult to rate. The outside part looks excellent, the inner part with the used textures almost cheap. Layout of that part also lacks coherency, it looks like being extended and extended over and over again instead of being planned, which makes gameplay quite aimlessly. Monster placement is imo not good with way too many snipers, and feels too often too fabricated. Overall solid 4*, but imho not interesting enough for playing a 2nd time.

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Guest

  
One of the best wads I've played in a long time. Lots of retracing steps but it never got boring for me....I did end up marking the yellow doors on the automap because there were just too many to remember.

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NuMetalManiak

· Edited by NuMetalManiak

  

there's definitely a lot of patience required to beat the Fuel Devourer, it's a long one that's nonlinear and filled with gook. while the rocket launcher is in an easy place, the same can't be said for the plasma gun, which will probably take an out-of-the-way switch to really get. other than that, combat is generally progressive, if you encounter a big monster too soon you're welcome to close the door and head back. just find the keys you need and then the switches before we head out to the open field, which is where we see the SS replacement, not really anything worth noting to be frank, just another fast melee zombie with an axe, although a lot of them appearing in an open field is quite cool. still a nice map that holds up.

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damned

  
There is really few maps like Fuel Devourer. It not easy to create non-linear map like this, that is fun to play and looks great and the layout works. I would just appreciate more hints for switches, because you can get lost easily. 4.5/5 - Damned

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Guest

Unknown date

  
Nice atmosphere, design, and gameplay. The ammo is pretty scarce so stock up. The difficulty fluctuates from harder at the beginning, while easing up in the middle, but then picks up again near the end. Nice progression. I wasn't too keen on the music but overall it was a nice play. 4/5. -TRRobin.

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LordK

Unknown date

  
Interesting level. Non-linear, complex and good-looking. The non-linearity leads to an uneven difficulty though and I got a little lost at times.

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Guest

Unknown date

  
eh...2/5

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Guest

Unknown date

  
it's sweet but I was unable to find the yellow key. by the time you hit the switch for it you've explored the whole map and have no idea where you saw it last.

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Guest

Unknown date

  
Epic, you did a great job, and i love the music, awsome man!!

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killer2

Unknown date

  
Magnificent map! The music fits perfectly and the map is really fun. It's really non-linear and has tons of interesting and diverse areas. The secrets were cool too! A blast to play! The difficulty could have been higher though, I had no problem finishing it on UV with no saves once I knew the first half of the map.

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Guest

Unknown date

  
awesome map

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  • File Reviews

    • By SilverMiner · Posted
      The soundtrack is coherent thruout the whole
    • By LateToDOOM2020 · Posted
      No idea how this works Its doom magic!
      Very cool
    • By Philnemba · Posted
      Ok not going to lie, but I thought this shitpost megawad was made last year and NOT from February of 1998 which also technically predates the original Mockery wad by a few months 👀!?
    • By Catpho · Posted
      The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.   Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.   The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.
    • By Garlichead · Posted
      Infinity is the third chapter of the Serenity Series. Originally released in 1995 as a replacement for episode 1 of Doom. It consists of 8 vanilla compatible maps (no secret map). I played the episode on Ultra Violence using Woof on *vanilla*  compatibility setting.    The average difficulty is higher than Doom 1, but for the wrong reasons. The maps relies on, such things as mandatory damaging floors (which are recurrent on this series), abundance of sergeants and a lack of armor and health all through it. The previous entry had these issues on some of the maps, with map 2 and 3 being the biggest offenders; so I guess it is characteristic of the Serenity wads.   Infinity follows the tradition of the previous entry with the use of copyright music. The episode includes an eclectic mix of tracks by C+C Music Factory, Miles Davis, Michael Jackson among others. The renditions are not bad, and give the wad a nostalgic feeling of early hackers coming up with maps for what was once was an emerging new video game genre   The maps are a little basic for todays standards but they are still fun to play. One most approach to this old wads with the mindset that you are exploring an old design.  They are not as polished as todays designs, the fun comes out of exploring them as a product from their times.    1. **Switch bored?**: a short romp through a wood base. Good use of shotgunners a couple of fun ambushes. The map is a little low on health and has some mandatory damaging floors which can get you killed depending on the hitscanners fights go. *Switch bored?* has the strange habit of having secrets thrown around on the normal route.
      2. **Say jazz to another excess**: a shotgunner heavy map  set on a tech installation.  The most memorable section being a maze full of elevators which makes you choose between different tunnels. The rocket launcher and the baron of hell are introduced on this level. For being such as  a hitscanner level it is certainly missing some armor or medipacks. 
      3. **Beat it!:** The best level so far. Aesthetically it is all over the place combining tech sections with wood and marble, but from a gameplay perspective it much more forgiving than the last two. The plasma rifle and green armor are finally introduced here.  Similarly to the first level it is full of nonsensical secrets which are flagged as you progress.
      4. **Everybody frag now:** Combat heavy scenario, simple buy very fun. The BFG is introduced on this level albeit I did not got a chance to use it. There is an interesting section near the start in which you fight enemies inside a waist level maze.
      5. **Dungeons of doom:** Sewer kind of level. Very easy and combat oriented, due to the cell ammo you receive. Very nice ambient song. 
      6. **Who's afraid of red, yellow and blue?:** after the triad of combat heavy maps this one is much slower paced and puzzle oriented. Doomguy explores a very abstract map while trying to find the necessary keys to get out. Did not like this one very much.
      7.  **Blaze of glory:** an ok level. Not very memorable. 
      8. **Stargate into infinity:** an arena shootout level. Nice design in which the main arena expands during the fight. It tricks in to believing that the bruiser brothers will be the final boss, nut once they are killed the level opens up for one final section.   Is it worth playing Infinity today? It depends. The levels are basic and occasionally difficult for silly reasons, while also being short and charming in their own quirky way. Compared to some other maps from 1994 and 1995 this one is not as polished as Fava Beans or Slaughter Until Death but it is certainly better than something like Serenity.    On the other hand, if you compare this to todays maps there are some design decisions which are not expected after almost 30 years of mapping. The (ocasional) lack of health and the mandatory exploration through damaging floors can get on your nerves easily.   Compared to some other stuff from the early nineties this gets 4/5 stars, compare with some map sets from today it would be around 3/5.
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