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Horse Shoe

   (22 reviews)
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About This File

A classic, oldschool Doom 2 map. I got inspired to create this after watching the IGN 90 minutes video of cooperative game of Doom Episode 1 with John Romero. If you watched that video the map name should make more sense.

This is a base themed level with about 240 monsters on UV and provides and it provides around 15 minutes of gameplay. If you want to play this in a newschool source-port I recommend disabling crouching, jumping and freelook, but that's up to you.


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galileo31dos01

  

Horse Shoe is said to be a symbol of good luck and protection, according to a research. It's also footwear for horses, or should I say "HOOFwear" (*insert drumroll fail) ... but what does any of this have to do with the map? Well, that may depend on the user, or whether you watched some video the text file mentions, but if you are like me and occasionally prefer to read at least one complete and, hopefully, charismatic wattpad story review before submitting to the unknown, you'll see that the shoe is indeed symbolic and appears to fit in where your heart desires, which isn't going to be too obvious in plain sight...

 

All rambling aside, this isn't an understated map. It starts humble, with the first of various E1Myounameit references you'll find throughout, pumping shells and bullets into small fry, and soon delves into dangerous toxicity and explosives together, and traps galore that'll wake your ass up, though without necessarily locking the back door most of the times should you please to engage them in your own terms. One of them happens relatively early on, in the form of a sudden firefight as you climb some stairs, with bullet spam and agitation - I probably ate three homing fireballs of low damage on my way out, how lucky!

 

Things don't go too crazy from there on, but remain consistently fun and true to testing reflexes - the brief interlude over nukage that follows is a cool memorable fight that quickly pits you against several perched shooters, gasbags patrolling around, all assisting a much taller guy in the middle, whose stay didn't last as long as I believed it would (shells for days in my case). The pitch-dark room serves as a (temporary) switch to the overall uniform brightness in the map. It's also a good excuse to shave spectres with chainsaw, because why not.

 

Outdoors is vast, letting those ledge snipers become more of a temporary nuisance until you meet the empress upfront, which by then you're probably in a godlike state, provided you didn't leave with claw marks all over your body out of that final twisted Entryway room - the best barons of the map. Speaking of outside, I actually like that little transition to a more open area after fighting through enclosed spaces, it defines the second part of the map for me. If I didn't speak about visuals before, it's because this is where, in spite of looking empty, the scale and AV midi blend the most together (again, for me). Not that indoor visuals were lame or anything, green/tan/gray scheme is usually a neat combination, though maybe it's missing a malfunctioning light or two here and there.

 

Anyways, that'll do this review. Positive experience aside, I'm still not entirely sure what's the 'horseshoe' of the map for me, and I don't care to be honest, but maybe you'll find yours. Just perhaps enter expecting a little more punch than your average classic iwad tribute, remember to pick the right skill setting for your own joy. 

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baja blast rd.

· Edited by ‹rd›

  

Horseshoe is a mid-sized map that reminded me visually of the Starbase cluster of Doom 2's first episode, with a bit of Knee-Deep in the Dead mixed in. It could have used stronger lighting, but it's still comfy. Gameplay starts out as free-form area clearing with the weaker guns, but once you get the first key, it leans into traps and specific scenarios that require nimbleness. I found those scenarios fun. As a neutral observation, the difficulty on UV is a couple of notches higher than the description -- "[a] classic, oldschool Doom 2 map" -- might lead you to expect. 7/10. 

 

Actual Review (you've been warned...):

 

This starts off deceptively: pop imps with the shotgun, cha-cha with the chaingun, pet a caco here, boop a hell knight there, you know the drill. Then after you get the first key, the danger levels spike out of nowhere, with cheeky traps stacked one after another. And we're just getting started.   

 

Enough cheeky. Now for buttcheeky. Lording over much of the rest of the map from here on out: a cyberdemon you first meet in a nukage chamber. Your task is unclear, your radsuit is wasting away. You don't have the ammo to kill it, so you don't engage. It hounds you anyway. It must not like your sense of fashion. Haven't you heard? Hooves and horns are in style. Where to go? Out of the corner of your visor, you spot a tiny door, stashed off to the side, in a very awkward spot. 

 

Careful to avoid the artillery trained on your ass, you dash to open the door and stumble into a network of dusty, pitch-black hallways. There, you flail for your life against denizens of the dark who are all too happy to give you the funny business, and pry open the next leg of your journey. Walls crumble and fall. Clarity is all you want. A flashlight is all you need. 

 

But wait, it's never that easy. "Hey bud, da fuck!?" you hear. The cybie is ever so eager to pounce on the opportunity to join up again. "I thought we were friends uwu!" 

 

Okay, "friends" -- just for now.

 

In the next area, convincing it to kill a batch of loitering monsters is not so tough. It must be warming up to your outfit choices. Things are going swell. Things are gonna be fine. 

 

But friendships never last with such a glaring imbalance in clovenness. It's just not in the balance of it all. With no warning, you're given an ugly ballistic haircut as a rocket whizzes past your ear. Fuck, that took six months to grow! Now it's for real. If you can hold back your rage for a bit longer, you might lure cybie into the next-to-last area and put it to work against its encampment of pesky ledge snipers. You might use it to clear out the lingering barons, useless byproducts of a botched copy-pasta job in some UAC simulator, before settling your score once and for all against your woefully underqualified barber. You might find the key that unlocks the exit. Don't fail. To fail and to succumb is to admit that being dressed in the finest combat armor that money can buy is tactically inferior to lugging around an oversized rocket launcher in the nude. That time spent pawning extra computer area maps and chainsaws will be all for naught. 

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Grandtank19

  
Texturing job is ugly, overall layout and gameplay are good but can turn into a slaughterfest in areas.

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Guest

Unknown date

  
Played @ UV. Architecture: not bad, but nothing special. Monster placement starts ok, but gets unbalanced - so could be better. Gameplay is average with some challenges, but hurt by the monster placenent, and oh no, not again, not yet another dark room with the very predictable spectres we've seen a 1.000.000.000 times the last 20 years... Slime-trail around linedef 78 (try moving vertex 60). Overall: 3/5.

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Guest

Unknown date

  
great level

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Guest

Unknown date

  
Starts great but quickly becomes a trap fest. Disapointing.

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pcorf

Unknown date

  
This is an incredibly fun, very challenging and good looking large classic vanilla Doom 2 map. Few misalignment but no worries. 4.5 Stars -PC

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Lombardi

Unknown date

  
5/5 very nice level and lots of fun!

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Guest

Unknown date

  
A very nice mix between MAP01 and E1M1. 5/5

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pavera

Unknown date

  
Pretty solid level. Some texturing choices I wouldn't have made personally, and there are some odd tight spaces here and there, but overall I think the layout is really neat!

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Guest

Unknown date

  
Pretty darn good!-4*

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cs99cjb

Unknown date

  
Another decent-looking map where my enjoyment dissipated in ridiculous traps. Fight a bunch of chaingunners and lost souls; don't bother trying to retreat - there's a horde of revenants; don't bother trying to advance - there's a mancubus! After slogging through all this and using up all of my rockets, I faced a cyberdemon with no rockets, no armour, and little health. Sorry, but I just could not be bothered.

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  • File Reviews

    • By Darman Macray · Posted
      These levels are short, sweet, and pack a lot of punch. Complete with a humorous end-text-screen containing a healthy dose of silly shock-humor, this a masterful triumph of Heretic map-making, and most certainly a must-play wad.
    • By Walter confetti · Posted
      A really frantic and fun DM map with pretty neat stuff like invisible pillar in the middle of the arena, doesn't have anything to do with the title but the level can become a BFG spamming fest soon, especially with bots. Less fun in SP but the arch-ville+bunch of nazi combo is a nice feat.
    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.   EDIT: Just discovered this is a ideally a DM wad… haha, for that purpose, it seems good. My original rating was 2/5, will change it now.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
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