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Ultimate Doom 2 : Dead Anomaly

   (14 reviews)
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About This File

I was bored, so I made Doom 2's Dead Simple in Doom 1. Instead of Mancubai there's Barons (duh). Map11 in E2M2 is next.


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NuMetalManiak

  

for the few of you who knew Fellowzdoomer like I did, this was a person who mapped on an Android device. if you take a look at the editor used, you'll also see DMapEdit, which is definitely no Doom Builder. nevertheless, I've never seen any really amazing work from Fellowzdoomer and this isn't different. it's basically a concept of taking Dead Simple and making it work for Ultimate Doom, barons when killed open up an exit area with shotgun guys where the exit is in the northwest corner, and that's basically it. very primitive, no polishing done, it's super simplistic but completely lacks excitement factor.

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Tangerine

  

Typically with a wad this bad, I'd think it's a joke; But no. This isn't played off as a joke wad, It's serious. Just like what M_W said, "Bad in ways only an earnest effort could produce."

wow.JPG

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Erick

  

This took 5 days to make? The effort is so low that there's barely anything to enjoy here. All you do is just fight four Barons in one small square room, walls lower, you go kill some Spectres, and then you walk to some exit with a sky texture plastered on it. With the lack of anything in this map, I don't understand how there are still misaligned textures. Skip.

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That One Gecko

  
Concept was good, but 5 days to produce this poor mess is pretty sad.

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M_W

Unknown date

  
Interesting seed of an idea or not, this is just bad. Bad in ways only an earnest effort could produce.

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Walter confetti

Unknown date

  
interesting concept, bad execution.

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mrthejoshmon

Unknown date

  
Whilst I can't fault you for the idea and the effort put into this I can fault you for this being somewhat shit, not absolute shit but still shit.

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Dark711

Unknown date

  
Nice idea,but it could use alot more work,fix the clunky textures and maybe make it larger.

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insanoflex312

Unknown date

  
Good concept, but man is it executed poorly 1* for good concept

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  • File Reviews

    • By Walter confetti · Posted
      Yukio Ide was always a kind of interesting oddball to me, he made these weird maps filled with sound clips and low res anime pics from 90s bbs(mostly evangelion and Ah! My Godness! over some other unknown anime), but it have always some sort of "happy-go-lucky" that is unusual in a game like doom. Oh, and lots of crosses in the maps. But overall, his maps are enjoyable to me, for some reason. And this "love wad" to his waifu Belldandy is no expection! Level is short, colorful and have a way too happy music in it, overall is not that bad, but neither a great, amazing wad. Things like the million secrets (included in some rooms that aren't that secret, 2 secret rooms are behind a normal door! WTF?) in the map, the pretty bland looking map, that strange audio clip for the pistol shot (yes, the pistol have this audio clip almost unheareable phrase taken from the Ah! My Godness! anime that is just... weird and plain irritating, and the sound compression made it sound like gibberish) and the "love wad" affair, like other reviewers behind my time, is a strange thing to show your love with a wad where you kill people... Is like if i do a wad called "I love you Yohane" and make a slaughtermap filled with low res pictures of mai waifu for giving me courage or whatever, is just a weird and even kind of creepy thing to do. But the status bar graphics is pretty nice imo! I could even take it and change the colors of writing from pink to a more reddish tint... Is cool to have a japanese written status bar at your side, i think.
    • By Walter confetti · Posted
      Short map (maybe one of his first?) made by Impie, the Robocop Doom and many other combos you have played in these years, including that wad based upon Lovercraftian universe (i don't remember the name now), this a short affair sets in this rocky canyon with some hellish sections. Texturing reminds me of TNT. Layout is pretty and there's some minor, very simple "speedrunning" trickery you have to do for passing trough the map, difficulty is not hard but takes you to the edge. Not bad.
    • By Walter confetti · Posted
      From the same author of my previously played map "Gorilla Gore", another short and fun little map, less squarish than that other map and much funnier to play, i liked it. Also really enjoyed that handrail texture.
    • By Walter confetti · Posted
      Two nice maps with some good use of space, MAP01 is more primitive and easy to get lost than MAP02, but overall it's... ok. Level aren't that difficult and the layout is not to throw away, it is also pretty cool in some parts. Two nice maps for passing the time.
    • By rdwpa · Posted
      Hard Attack is a remake of Tim Willits's ATTACK.wad from the Master Levels.    Dated 2006, it has that tidy trim-heavy look many have come to associate with the time. Little is unexpected, but it is pleasant enough to look at. The original layout, with its straight hallways and clean angles and pervasive symmetry, happens to suit mid-'00s stylings perfectly, or at least stereotypes of them. So, to me, it felt like the remake was proving the thesis that ATTACK.wad, enhanced a decade, would be an early-game Community Chest 3 map.    The author says Hard Attack is "not a hard map." If anything, modern players might read that as understatement. Ammo can get tight early, but the action is very sedate. Throughout, you're mostly fighting a scattering of hitscanners, a trickle of pinkies, a duo of revvies, a handful of imps, piecemeal, in familiar ways, without a driving pace or smooth flow. A late key trap throws four low-tiers at you.    Having skimmed other reviews, "original design that willits made" is a sequence of words that made me laugh, divorced from context, with what has become common knowledge about Willits's history.
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