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Novice's House

   (11 reviews)
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Another small experiment made by me, reminds me of early 90's community maps.


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rdwpa

  

For a beginning author, this one isn't too unusual, and one can only hope that troll comment hasn't cured SpiderDisease permanently from Doom mapping. A comment I doubt anyone would share if not anonymous. 

 

As for the contents, it is what it says on the tin: a novice-grade "proof of functionality" map. This one is painted not in STARTAN but in a wild motley of textures, as if mapping duties were partly outsourced to RNG. It's uglier, but worse? Maybe not. At the very least it's more interesting. 

 

The gameplay isn't awful, at least. It mostly consists of picking off low-tiers, and occasionally it touches on satisfying concepts, like letting you chaingun-plow through a hallway of hapless zombie stuffing. The map lasts three minutes if midway through you feel like changing your pants -- it's too insubstantial to grow tedious. 

 

If the author returns: it helps to seek feedback before uploading straight to the archives. 

 

Everyone else: skip the download and pretend I didn't bump this.

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Misty

  

Typical newbie's first map. It has weirdly placed textures, randomly placed monsters and claustrophobic layout. Two stars for some action and exit place. 

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Memfis

  
Kinda ugly and stupid with nothing interesting to look at, but it offers some action. Takes like 2 minutes to beat.

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Guest

Unknown date

  
I'd rather drown in diarrhea than play this again.

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mrthejoshmon

Unknown date

  
"Reminds me of early 90's community maps", well you are not far off. It is actually more reminiscent of early 90's crap like MYHOUSE.wad or the other monstrosities from things like Maximum Doom or D!Zone. My advice is to study some good but simple 90's maps and draw inspiration from them.

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Doomkid

Unknown date

  
Dont be discouraged, try again and you'll do better.

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Guest

Unknown date

  
Very simple map layout, very poor texture use, no decoration, awful gameplay. Overall: not worth a download. Sorry SpiderDisease, you'd better read doomwiki.org/wiki/Ti ps_for_creating_good _WADs before creating and even uploading your next level. Success!

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  • File Reviews

    • By rdwpa · Posted
      Lakeside might also be named Loopside: every major area appears on your itinerary no less than twice, no backtracking. Don't want to pick off cliff imps in the start area? Pouring bullets into a fatso too slow? Ignore those Bezos. Come back with a bigger weapon.   Though the whole arsenal minus the BFG appears at some point, I ended up replaying this and restricting my options to the berserk fist and the carefully rationed plasma rifle. Naturally that implies a lot of punching, with the motley cast -- 89 monsters, many punchable, many not -- offering a slate of tricky, fun Tyson challenges. To get a max this way, navigating a pair of hectic infight-baiting scenarios is pretty much mandatory. I loved it. It makes good pugilistic practice. There is even a {spoiler}demon to fist.   This is a speedmap, also a positive! Speedmaps have two big traps to avoid: the first is outright sucking, the second is having no ideas and half-baked content. Once they do both, I usually like them.
    • By rdwpa · Posted
      In Bricked, Rhys does nothing offensive. Over 10-20 minutes of play, depending on pace and completionism, you can expect fair and balanced combat, and a gradual ramp-up through the arsenal and bestiary, starting at the bottom and settling before the BFG and big bosses come out. I'd describe the dominant theme as "stock brown," with help from assets like computer panels, the silver starbase cluster, and CEMENT (the bathroom tile suite).   Having played many user maps, I've seen a lot of all of this before. It's okay, but little stood out. I liked the fighting most in the larger spaces, which allowed me to go out of my way to get numerous factions infighting. Interactive triggers like lifts and stairbuilders and optional switches are more common than average, and they are used smoothly (which is important, because extra machinery is simply a detriment if it's awkward and inscrutable).   Note: though the tally lists eight secrets, two are errant flags on a window sill. 
    • By MuratMikal · Posted
      Played at UV with keyboard only (as I always do). EPIC II is a very good megawad with challenging gameplay and very beautiful textures. After MAP 19 there're a lot of tough encounters, mostly with wave of chaingunners and cyberdemons in tight spots as well as frequent usage of archvile in all maps (with MAP 29 having 87 archviles at UV!).Thankfully the author gives enough ammo and powerups to deal with them, so it's fair game. However, a complain I have is in 3 or so maps the author uses teleporting cyberdemon to create artificial difficult to the player and in my opinion it's dumb enough to warrant the loss 0.5 less star. My final score is 4.5/5, but doomworld rating system doesn't allow this so I'm gonna rate it 5 stars. I will certainly replay this one and would recommend UV difficult only for advanced players.
    • By silentzorah · Posted
      Solid wad with a purple color scheme and new enemies.  Music choices are enjoyable, difficulty starts off low and ramps up considerably towards the end.  MAP07's end was a total beef wall, though.  Make sure you find all the secrets in that one if you want to stand a chance.   All around, no bad maps in this wad.  Four stars.
    • By rdwpa · Posted
      This is one of Memfis's earliest maps (2008 according to the text file), which shows in the unrefined design. The opener of a promised Episode 2 replacement, Voyage to Deimos, which never came to fruition, visual appeal tends to be highest when it's dark. Otherwise it mostly looks bland. Geometry doesn't sway from the rectangular. Floors and ceilings of sectors seem left with whatever texture Doom Builder assigned them upon creation. Years later, Memfis would specialize in an appealing, clever mode of lower-detail design, but this is more of the "novice" sort.    As for gameplay, it's straightforward warm-up Doom 1 stuff: pistol to start, 'zerk early, shotgun later; lots of imps and pea-shooter zombiemen, occasional pinkies and lost souls, the rare caco.   That's nothing groundbreaking, but I won't comment on it, because once I found the berserk pack, I decided "now we're punching stuff" and did nothing else.   Health is scarce, so the cacos are a bit tricky, and shotgunners lurk the later shadows in good numbers. Without the benefit of range, I once had to platform and then box imps point blank. A partial invisibility secret enacts a clever trade-off; it can help with the shotgunners, but it complicates dealing with the imps, both of which often commingle.     The map was uncommonly well suited to that and my punching ability, and I enjoyed myself. So 4/5.
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