0effort

   (11 reviews)
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3 Screenshots

Author

Memfis

About This File

Another pretty easy and short level, inspired by Kama Sutra Map08.

Credits

Graphic makers, Lee Jackson for the track "Task Force" from Rise of the Triad, authors of things that inspired me, TL for his idea of putting "0" at the start of the filename and then coming up with something funny, Doomworld users for playing and commenting.

Base

New from scratch

Build Time

A couple of hours, maybe 5 or so (not consecutive)

Editors Used

GZDoom Builder, XWE

Bugs

I guess you can arch-vile jump out of the level if you want :-)




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GuyNamedErick

  • 3
  

For a map made in a couple hours, it's pretty fun and good. I love the design of the level overall and it is nice to play. My only negative is that it's short, like 5 minutes long. Now I have nothing against short maps, but feels kind of anti-climatic when you really start enjoying the wad only for it to end so quickly. Other than that, it's a good level and nice to play.

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joe-ilya

  • 5
  
Fun punk map.

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  • 3
  
Not bad 5-minutes map. Basic gameplay, but amusing.

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  • 3
  
Nice map :D keep it up! A little shot the map but its pretty exiting playing this map. I hope you make more maps.

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Zalewa

  • 3
  
Enable whitespace and indent your readme files with spaces, not tabs. That way you will avoid getting them all fucked up when displayed on different tab width settings. Map itself is quite good with continuous action and deserves 4 stars, but it's too short.

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Walter confetti

  • 3
  
funny map

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  • File Reviews

    • By an_mutt · Posted
      For a first map this is pretty impressive. I could definitely identify the influence of No Rest for the Living, a mapset I really enjoy and would love to see more maps in the vein of. My main complaint for the map is that - until near the ending - pretty much all of the monsters are placed in front of the player and the gameplay consists of simply moving forwards and clearing out what's in front of you. The combat picks up slightly near the end, with the fight just after the blue key door (of the Hell Knight, along with a Revenant that teleports in just as you're getting started) is the highlight.   The layout is fine, with progression naturally looping from key pick-ups to their corresponding doors. The most exciting part of the progression is dropping down into a nukage pit near the end of the map to make your way to the blue key, although - and again I have to mention the limited gameplay here - it feels like the mapper doesn't take advantage of the player's vulnerable position when they're down in the nukage as there isn't enough exciting gameplay to raise the tension.   Aside from those complaints, I think it's pretty good! The map is quite well-made from a technical standpoint and I found the visuals to be decent enough. Wasn't a fan of the music though, unfortunately. I'd love to see the mapper play around with the visual style of No Rest for the Living and give us some more maps, with spicier gameplay and perhaps a little more space in which to play around in and explore - I definitely think this wad shows a lot of promise!
    • By Scotty · Posted
      Absolutely top notch. Fun to explore, great combat, and amazing to see how this incredibly intricate level unwraps itself as you progress. Vanilla compatibility just makes it even more impressive.
    • By NuMetalManiak · Posted
      we need more good Ultimate Doom wads. this was nice, plasma gun combat at first, when it opens up, it's chaotically good. the three keys weren't that hard to figure out, although the puzzle for the red key stands out the most. some nice and sharp (yes) ideas overall.
    • By NaturalTvventy · Posted
      Xaser mastery of the highest order, demonstrating his command of architecture, texturing, (sharp) angles, lighting, and mood.
    • By NuMetalManiak · Posted
      well, combat may not be so bad, but there's a surprising lack of variety. this starts off in a mostly pistol-oriented map, where you get a chaingun at the end, and then the next two maps are moderately long. the final three maps can put some of the ones from Eternal Doom to shame, with some puzzling to do, some of it actually more frustrating than I would be led to expect. there's many dubious design decisions that simply must be pointed out. the final secret area in MAP02, what the FUCK? and another secret area in MAP05 with crushers whose sole purpose is to troll you. MAP06 is the best map in a number of ways, feels eerie, has lots of things to it (oh, and lots of items for the item count for each of the maps too). but one particular switch (Linedef 4962) does not work. I actually felt more and more frustrated the more and more I played this, it wasn't challenging, but it sure got me annoyed with how things were laid out.