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Mogor's Winter

   (12 reviews)
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About This File

Once, a winter night, Mogor appeared in our world and all're mogorred. Mogor stole New Year and your task is to return the New Year celebration before the clock strikes midnight.

Wad should be played preferably in PrBoom-Plus, with -complevel 9.


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Zalewa

  
Very tedious. The main color theme is white, gray and brown, and everything here looks very old and tarnished. The WAD attempts at realism and the result is not that bad. Fights are fine when they happen. What's wrong is the layout of activator-activatee pairs. You're constantly running in circles trying to figure out where to go next. Some progression can be hidden almost like secrets. This is an ambitious project that has its merits but also flaws.

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Nems

  
Good shit right here.

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Manually changed

  
Ku-ka-re-kuuuuuuuuu I am cock and parthly unregistered. But why nealy a year since wad released?

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  • File Reviews

    • By Argenteo · Posted
      Amazing episode, some custom decorations and good care to lights and shadows. I like how he uses the playing space (wide corridors) and how it affects the combat. Despite her beautiful voice, you gotta kill her. Burning trees.
    • By aargh · Posted
      Nice, tight level design. E1M8 was an amazing puzzle map.
      It's surprisingly difficult for a Doom 1 WAD, but for wrong reasons: constant ambushes, monsters teleporting right behind you. Also, there is a serious lack of medikits. Fights with 5 % health and hitscanners all around are common.
      Still, it was quite fun.
    • By northivanastan · Posted
      Seriously underappreciated WAD. If you've played the Japanese Community Project, Manbou (burabojunior) was the most prolific contributor, and without his nine maps, the JPCP wouldn't have the same reputation for fun and artistic flair. He announced Water Spirit in the text file for JPCP, and released it a year later. These are three somewhat challenging maps with high enemy counts and visuals even more stunning than his JPCP maps. Manbou is probably my favorite visual artist in Doom. My only complaint is that the PWAD as a whole is really short, consisting of only three maps that are about ten minutes of gameplay each. It leaves me wanting a lot more.
    • By Argenteo · Posted
      Big non-linear tech-base with no music replacement (D_running ad-eternum).
      I know there's a more polished version in an unfinished megawad, with a lot better combat and navigation. Cool idea, not sure about the execution. I recommend playing the reworked one.
    • By northivanastan · Posted
      Would be a 4/5 if it weren't for the last stretch of levels (maps 20 onward) which are absolutely fantastic.   The levels are quite short, but combat is really challenging, especially if you try to get all kills (which I didn't). I think it leans a bit too much on ambushes in some maps, but thankfully there are concept maps like Gladiator, 200 Mega Hurts, and Demonology to prevent things from getting boring. That each level flows into the next, through the elevator (and sometimes other things), is a really nice touch. The visuals are probably the best possible with vanilla textures, and the music, while difficult to listen to, is perfect for this WAD's "chaotic evil" style. It's a WAD worthy of its author, the master of chaos Cyriak Harris.
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