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Flesh factory

   (14 reviews)
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A small but quite challenging level with a Doom 2 feel.


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Juza

  

Very comfy and well-executed factory. Truly feels like a polished 90s level, and while I believe it's certainly better than a handful of the original official Doom levels, it features a few of the original levels' boring aspects of their gameplay repetition, such as often having to shotgun harmless moving walls of meat, aka Pinkies, in many of the rooms.

 

Visually it's pleasing and well-done for a good part, though, having played this on Chocolate Doom, there were many obvious tutti-frutti effects that were distracting and immersion-breaking.

 

At one point there was a mean trap that played on the player's knowledge of Doom, putting a switch texture guarded by a fast crusher, however, by the time you've realized the wall isn't actually a switch, you've already been crushed. That's more confusing when right after this door is opened somewhere else, another wall with the same texture is shown, however that one is indeed a switch. I didn't find this inconsistency a good idea.

 

I don't find the map has much replay value, being that all encounters except the final section seem to have a perfectly built formula for how the combat should take place, which is difficult to change due to the somewhat clausthrophobic design of a handful of its large-count monster-filled areas.

 

The final combat section was very fun.

 

It's good fun for a good part of it, recommended if you're a fan of 90s wads.

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rd.

· Edited by rdwpa

  

I didn't read the other reviews beforehand, but Zalewa is spot-on (words I couldn't imagine saying back in 2016). So much about this feels quaint in a way that ordinarily, these days, spells failure. Half the combat involves shotgunning hallway pinkies or fare not too far removed from that. Corridors, boxy rooms, corridors. Stretches unfold as a litany of Beginner Mapping Guideline don'ts. 

 

Yet despite all that, I really enjoyed it. 

 

The pacing and immersion was pretty damn good. Every area has some creative touches gracing it, whether it's design-concept showpieces like flesh crushers, or easy progression puzzles. Combat is indeed consistently low-key, but just when complacency sets in, a tighter trap might spring to jolt you alert. But more than all that, it felt like the mapper just "gets it," has a strong feel for that inexpressible task of wiring together an experience.  

 

N.B. if you self-identify as a Revenant Hater, this is a must play. 
 

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BaraKornel

  

Simple level design, but the rooms really come together beautifully, and I love the fact this actually feels like a factory.

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Zalewa

  
This map grows on you after a while. At first it looks like a poor to average map, but then you notice how the map is planned out to have rooms and areas compacted into a shared space while being separated at the same time. Fights are relaxed, even when sometimes you're attacked by larger amount of enemies. Visuals are simple.

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Guest

  
Level design was pretty simple, but overall pretty good and a good challenge

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  • File Reviews

    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
    • By Argenteo · Posted
      Dario Casali siege-carnage adventure. There's maybe a thousand monsters in here, so better find those weapons and start to think how to digest it all. Watch out for those nazi ghost. Built time about two. Funny.
    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...
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