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Violence

   (58 reviews)
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About This File

A four map short episode based around the colour purple. Meant to be a nice relaxing "sit back and play Doom" set.


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whirledtsar

· Edited by whirledtsar

  

Excellent wad. The visuals of course are very unique & colorful. And they're not just purple - there's so many vibrant colors. Purple, red, yellow, and green pulse and glow in contrast to the dark black metal architecture. But beyond the visuals, the level design is great. It's very interconnected and full of neat surprises, and progression is intuitive and rewarding. It reskins the classic Doom weapons, and all the sprites look great and are aesthetically cohesive. It also includes an MP3 synthwave soundtrack, which is very fitting to the neon colors and fast-paced gameplay, although I disliked that one of the tracks had vocals.

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SP_FACE1

  

Violence consists of four midsize level maps. It has a distinctive, beautiful and well crafted style which encompasses everything from visuals, sounds, music and gameplay to the name of the piece itself.

 

For the visual part it uses the color violet and dark textures as it's main theme and gradually adds more bright neon colors to the mix. The first level has red as an additional color, second level introduces yellow. The theming is very consistent. Zombies greet you with their violet haircuts, barons shoot you with violet slime and all the plants (trees, vines, bushes, grasses, moss) are injected with violet instead of chlorophyll. Items and power-ups are either violet or use the other bright colors (red and yellow). Slime follows the same pattern, it's either violet, red or yellow depending on the level or setting. Textures are mainly dark grey or brown with occasional lighter variants and they are all decorated with the three bright colors, usually as scrolling light stripes.

 

The weapon graphics have also been changed. I don't know if they are borrowed from somewhere else or made by the author. Either way I'm pretty neutral about them. Usually I heavily dislike visually diverting from the original weapons but here the new graphics suited well with the rest of the theme. The weapon sounds have also been altered. I'm generally against changing the sounds too but I found myself even liking some of the changes. Like the cool bass boost added to the double-barreled shotgun. It almost feels more powerful with that bass energy. And you can even use the weapon to add your own beat to that nicely fitting retrowave soundtrack. Yes, there's also a well selected soundtrack which feels integral part of the whole theme. Damn, sometimes I started to get a feeling I was in some weird synthwave night club dancing with the demons. This vision poured into my mind especially in the yellow keycard room in MAP04 which at first is well lit and all innocent. Then you hit the switch. And you know what happens in DooM when you hit a switch in a key room. Yes, lots of wild monsters appear! But this is no ordinary ambush. Lights go off and you find yourself in a disco ballroom decorated with neon yellow wireframes from Tron. Then you start shooting with your chaingun and the monsters react to your fire with a spastic seizure as they always do but here the effect looks as if they were dancing under strobe lights in some dark synthwave club. And then you probably die because there are just too many of them and they don't back off even though you scream and try with all your might (#metoo).

 

Difficulty level is pretty fair. I've played this a few times in cooperative and now replayed in UV to write this review and I died only once (in the club room mentioned above). The author describes this WAD as "'sit back and play Doom' set" and I can't really disagree. This is one of the core reasons I like DooM. Give me flocks of monsters to kill in beautifully crafted levels at the right intervals and you'll keep me happy. Sometimes I might enjoy more exploration or even puzzles but it's always that fast paced yet laid back killing spree that pleases me the most. The gameplay flow broke only once. That was in MAP03 with the red bars. For the life of me I couldn't remember how to lower them. Turns out it works by stepping on the teleporter in the north-west island which takes you on top of a red pillar and when you step down from the pillar it lowers itself and the red bars. Not very intuitive beforehand. I would have placed at least an item on the teleporter to make the player go there in the first place. Now it was mostly luck that I went there. In coop there's a higher chance of someone activating it because more players running around the map. And when you compare the logic to how the yellow bars are lowered (with a button) it looks even more non-intuitive. Well, that's pretty much my only criticism to this otherwise brilliant piece of WAD artistry.

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Demtor

  

Just, wow. Blew me away. Short and sweet. I want more!!

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trrobin

  
Really cool bunch of maps. Nice use of colours and music and enjoyably addictive gameplay make for a fun play. Two thumbs up!

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Dragonfly

  
I see I never left a comment back when I first played this. Easily gets a 5/5 rating from me. Looks great, plays great. :)

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Trupiak

  
loved it!

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Bob Barker

  
Great looking and action packed maps. I encountered a bug where you fall through a texture on one of the steps leading down into the cave on MAP02. You end up trapped but you can noclip your way around it.

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Bryan T

  
Very good stuff. The scrolling textures reminds me of Sunlust.

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Walter confetti

  
Very cool short mapset!

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Doomkid

  
Gluten Tag!

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Guest

  
Great work. Could be a littler a harder.

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glenzinho

  
Marvellous! It's been a pleasure to watch this author's work get to where it is now over the past year.

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molten_

  
fantastic

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Zalewa

  
There should be an entire megawad with this theme. I would also pull it up a notch with cyberpunk'd monsters.

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Guest

  
5 stars

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Guest

  
Great wad.

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Marcaek

  
Pretty cool, kind of wish it was a LITTLE longer though. More purple!

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Fonze

  
Awesome maps and Happy Belated Birthday to AD! Watch out for the purple-haired zombies ;p

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Breezeep

  
Please play this wad.

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Xaser

  
Is gud.

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AnonimVio

  
It's a great torturing device. Visuals will burn your eyes and music will make you deaf. It can also be pretty hard to beat this if you can't hear or see anything.

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Guest

  
Very pretty and well done. 5/5

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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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