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Skunklime

   (9 reviews)
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4 Screenshots

About This File

Doomguy had one job: eliminate all the demons from Earth, which he completed successfully over 20 years ago. Now it's time to go to the convenience store and get some cat food, because his cat is hungry and Doomguy wants a Crunch bar. As Doomguy is walking towards the store, the road crumbles beneath his feet and he falls into the sewer! "I'll bet those damn demons are behind this!!" he screams, tumbling down into the cavity below.

Doomguy will get to the convenience store, even if a small portion of hell stands in his way!


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Guest

  
I found a bug. I stuck at bottom when I ran away from cyber daemon.

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nxGangrel

  
I like the design. The gimmicky things were pretty interesting and worked well. It wasn't to difficult but it had some challenge to it. And funny concept.

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Guest

  
Mixed bag. The layout is not quite special. Due to the choosen textures and the sometimes high amount of decoration, ambiance varies from boring to attractive. Gameplay @ UV is mostly easy, but not bad, and thankfully not the nowadays so popular but imho boring slaughter. I didn't like the last part of the map: the search for the exit is not interesting. It has a bad HOM and at least two sector errors leading to inescapable pits (use F4 in GZDB). Overall: not 4 but 3* due to its flaws.

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Guest

  
Like very much!More like this,please?

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Guest

  
Beginning part was hard, I really like the computer room fight out. the removal of weapons was lame. I hate that hoppity stuff, but it's cool since I managed to reach the exit. Weird map theme, since he is trying to get out of hell, but was from a sewer towards hell, whatevers. Quite a good map. ~3/5

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Guest

  
Easy and simple but fun level with a primitive "realistic" style that later changes to a 1995 equivalent of Doom 3 hell, with a questionable zdoom script removing weapons. Combat includes everything from a congested sewer maze with imps and lost souls, a giant room full of Doom 2 monsters, and firing rockets at enemies on floating platforms. Great secrets (especially the blue armor), excessive ammunition (no need to be careful with it after the blue key).

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  • File Reviews

    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
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