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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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baja blast 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 erzboesewicht · Posted
      Really good puzzle map in a big dark metal/stone building. It catches the atmosphere of Bob Evans' Eternal Doom stuff, and I think there are even some homages to some other Eternal Doom maps as well (for example, the big two-layered outdoor area looks a bit like the "amusement park" in MAP26).   In my experience the puzzles were a bit easier than in "Silures" or "Excalibur", but it's possible that having played a lot of puzzle map stuff since I played Eternal Doom, having played through the whole canon of Bob Evans and Jim Flynn, and liking to search for Doom secrets in every map has made me recognize certain tropes better. The puzzles I liked most were (the spoilers only give minor hints):
          Gameplay is good too, at the start ammo is scarce so the chainsaw and berserk are your friend, and midtiers say hello from the start on, but hitscanners are the biggest threat. Rockets should be saved for archviles until you find the first larger cache.   9,5/10
    • By Somniac · Posted
      Fun, challenging set of maps that looks much better than you might expect for the time it was made. These maps will still slap you around a bit on HMP if you're not staying sharp. The author is fond of Chaingunner ambushes which keep you on your toes. I didn't find the SSG until around MAP05, which was cool, I like when its not given out too early. Pistol-starting the last two maps is pretty tough, but doable.   The map designs do a really good job of letting the player see crucial areas from different angles through progression and the layouts are really tidy overall, and feel a bit more modern than a lot of other 94/95 maps I've played. There are some really nice large-scale vistas (like the start of MAP06), nice uses of verticality and a good mixture of tight and more open combat.   Recommended!
    • By Darman Macray · Posted
      Spectacular visuals and engaging combat make this an absolute must play. There's a puzzle with a "Shoot the thing" answer that kind of comes out of left field and can be an easy place to get stuck if you're not on your toes, but that hardly stops the map from being a thrilling masterpiece.
    • By Darman Macray · Posted
      E3M9's refrain of back-tracking to a church for keys is a little tedious, and there are a few moments where things can become a frustrating key/switch hunt as you figure out what to do next, but aside from that, this an intense and rewarding adventure with beautiful lighting and architecture.
    • By JKWAD · Posted
      This actually Reminds of Me Epic 2
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