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Urotsuki: Inferno Road

   (21 reviews)
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2 Screenshots

About This File

1 pretty short map in style inspired by anime Urotsukidoji and Giger pictures.


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whirledtsar

· Edited by whirledtsar

  

Cool map with a unique flesh-tech-hell-city theme. The level design is pretty simple and enjoyable, and the gameplay isn't bad at all. You have to fight a few mid-tier monsters with the single-barrel, but oh well, that's life sometimes. The biggest problem is the music choice (unless you enjoy annoying dubstep).

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Zalewa

  
Shitty music. Super shotgun is needed much earlier than where it's provided. Gameplay is straight-forward. Visuals are original, but I didn't like them. You can skip boss fight completely by pressing linedefs near the lowering wall. You can also find some kind of convoy in this level... I wonder...

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Katamori

  
I may be wrong but I felt the gameplay design absolutely OK. Yeah, not so interesting but not boring neither. I wasn't amazed, but still, for the idea, it deserves the five.

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Guest

  
looks good, plays simply ok. a few encounters are really monotonous, namely the area after the red key door and the street. those are not very fun. it's not unplayable, but not as good as it could have been.

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dg93

  
The level design and texturing is amazing, but the gameplay is very monotonous.

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Guest

  
Looks really impressive, but the gameplay is duh.

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Guest

  
it's ok, looks good, I missed strategic situations 3.5*

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Guest

  
Typical form-over-content map. Visuals are great, map layout is average, and then gameplay almost completely ruins the map. Not difficult @ UV at all, but extremely uninspired and lazy monster placement make gameplay plain boring. It's a real pity, this map can be made waaaaay more attractive. As-is: 2* for the effort. Author has a talent for visuals, but definitely should consider using beta testers for helping him with creating proper gameply. Succes!

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scifista42

  
Very good looking and well playable map, just be careful about ammo, it might be a little tight, specially if you let Archviles and Pain Elementals run wild. 4/5

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  • File Reviews

    • By Meril · Posted
      It's large 1995 map. Starting area is looking nice, but later author lost creativity and made mazy corridors. Very challenging because of overuse of chaingunners. It's extremely annoying. Lots of traps, Some clever, some not fair.
    • By HUGEkidsY2K · Posted
      Too linear in my tastes looking back now, will do better with my next projects!
    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
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