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Doomworld Mega Project 2016

   (11 reviews)

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A megawad with 50 maps.


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Roofi

  

 

Doomworld mega project is the kind of project that can be fun when you're a beginner mapper, but becomes totally useless when you become more experienced and have some consideration for your maps. This wad, like the others in the series, is a trash can for maps. It's a mixed collection of uninteresting maps, too conceptual maps typical of jokewad or more rarely good maps that have nothing to do with this kind of project (Antares and Yugiboy's map for instance).

 

Do not consider making serious maps for this kind of project. It will be devalued very quickly.

 

For fun, here are some quick comments on each map.

 

Map 01 : Yeah, not a big fan, but it's playable.
Map 02 : Cool layout , pretty difficult

Map 03 : Cool map with the style of Ultimate Doom

Map 04 : A much too long and nonsensical map

Map 05 : A nice map with a good choice of music.

Map 06 : Slaughtermap well buffered and quite absurd as it should be

Map 07 : Forgettable hell map

map 08 : Nice detailed cavern map

Map 09 : Pretty nice concept with a cyberdemon

Map 10 : Don't like it a lot

Map 11 : Short old-school map

map 12 : Ok concept map

Map 13 : Can't remember a lot , pretty random map

Map 14 : I liked the music , the layout was a bit confusing

Map 15 : boring and D_Runnin

Map 16 : Very cool brutal map

Map 17 : Funny short map with a cyber

Map 18 : Nice base

Map 19 : Very hard , but nice Sunder-like map

Map 20 : Boring and annoying , but nice aesthetics

Map 21 : Really cool short brutal map , loved the water falls

Map 22 : Very cool slaughterish map with the RL. Cool natural landscapes.

Map 23 : Nice slaughtermap I played in Slaughtermax

Map 24 : Very high conceptual map but fits perfectly with the project. Lot of creativity here.

Map 25 :  Very good and long maps but it has nothing here. Please release it as stand alone !

Map 26 :  Very interesting theme but I hated the gameplay.

Map 27 : Short and really fun. One of my favs.

map 28 : Very good hell map but same remarks as map 25 , it has nothing to do in the project. Too well done.

Map 29 : Quite fun and hard.

Map 30 : Nice HUB lol

Map 31 : Pretty nice.

Map 32 : Very basic, but I liked it.

Map 33 : Same as map 32 but with less health.

Map 34 : Short and fun library

Map 35 : Really cool details from a beginner map (I suppose).

Map 36 : Fun map with crates

Map 37 : Too cramped but pretty cool.

Map 38 : Didn't find the BFG so I finished the map without killing the Cybies.

Map 39 : Too Dark and Too cramped.

Map 40 : Pretty fun Ultimate-Doom style map.

Map 41 : Pretty fun but too dark near the end.

Map 42 : Very cool tower and bridges.

Map 43 : Messy office map but that's ok

Map 44 : Boring map but cool forest.

Map 45 : Very cool short beginner map. 

Map 46 : Didn't like it.

Map 47 : Didn't like too.

Map 48 : Very cool concept from sonic games. Loved the music.

Map 49 : Meh

Map 50 : I see nothing

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Sgt. Denison

· Edited by Sgt. Denison

  

Personally, I think that all DOOM maps are fun, as secret hunting is a lot of fun, except some FreeDOOM maps that did not exist.

(the quest to find the freedoom map led me to Phase 2)

 

 

 

Freedoom_ Phase 1 v3.84 1_2_2020 8_06_18 AM.png

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MuratMikal

  

Played all maps in UV with keyboard only. While there are certainly very bad maps such as MAP 02, 06, 09, 19, 23, 24 and 38 there're a lot of good ones such as MAP 07 (by WindbagJacket), 18 (by dt_), 20 (by Du_Man_Yhu), 22 (by rdwpa), 27 (by Jjp), 28 (by The_Thrigger), 42 (by Empyre), 43 (By Pinchy) and the best of all, MAP 25 (by antares031). All other maps not cited here were just fine. Overall worth a shot.

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rd.

·

  

Rating: 3/5 overall, plus two stars I picked up on the ground near another wad after a reviewer "[docked] two stars because you disabled jumping and crouching." 

 

50 Doom maps by 50 authors. 

 

Mega projects are better regarded as DIY assortments of homemade candy than full-course meals. Is there any surprise, playing the full thing in sequence, that your stomach hurts and you might have diarrhea? That is not how these are intended to be played. 

 

My approach: Scan through for authors you've been pleased by in the past. Read the descriptions and see if any catch your eye. Bind a "next map" key and see if opening shots appeal to you. Above all, treat it as a compilation of single-map releases bundled in one file, which is more or less exactly what it is. 

 

The standout maps will find their intended playerbase well enough. Here is an incomplete tour of deeper cuts. Mind, this is not a full list of maps worth playing, more of a spotlight on some of the set's more obscure bites, excluding the GZDoom maps, which I haven't played. 

 

03: Crunchynut44's assorted Doom 2 output is worth a look for fans of fast-paced, Scythe-inspired modern action.

07: Reminds me of a CC3 map, an upper mid-length journey with gradual progression from weak weapons to power weapons. I know a lot of people eat that up. 

10: cannonball made his name within the Ultimate Doom's restrictions, and his Doom 2 work has been sporadic. I'd rate this as one of his best with the full cast. Compact, full of bloodshed. 

18: "Menagerie" is a well-made map that reminds me of Pavera: low-key combat in a "clean D2TWID" setting, with a classic focus on unraveling the map and exploring the environment but with modern design polish. 

21: A tiny action-packed map where you fire the rocket launcher for three minutes.

27: The swarm referenced in the title comes in the form of a hilarious surprise. This map is about three minutes long -- one core fight with some light intro and outro stuff.

 

Undeniably it's a mixed bag, like these invariably are, but some of the animus directed is unfounded, and in one instance, thinks itself far more clever than it actually is. 

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NuMetalManiak

· Edited by NuMetalManiak

  

is there really anything you need to create a synopsis on any Doomworld Mega Project other than "mixed bag with little or no quality control"?

 

well, this one tries to make the quality SOMEWHAT interesting, but not quite. it's one of those wads where the quality of the first half of the maps is generally good while the latter half is average at best, although I have complaints about several levels in the good half. notably, a lot of mappers seem to LOVE padding the ever loving shit out of their maps, featuring quite a few boring instances of backtracking as well as complete loss of where to go. Memfis (yes the mapper made a map out of his name) is a prime example of this, as is riderr3's MAP04. both SteveD's MAP13 and dpstatic's MAP15 definitely have a load of backtracking that really makes a max run way longer than it should be. there's also dobu gabu maru's smartass level with only one monster and a bunch of puzzles to get to the exit. MAP21 is hilariously out of place in comparison to the others, it's not bad at all per se but it's average as hell when put up with the rest of the crop around it.

 

the actually good maps in the first half include: MAP08, MAP16, MAP20, MAP23, MAP25, MAP27 (well this one has a funny concept, but eh).

 

the maps from MAP31 onward are quite average in quality overall, with very, very few standouts. these maps are defined by average to mediocre detail, and generally low difficulty without too much bullshit. the two standouts just so happen to be in the ZDoom set, MAP50 made by Stormcatcher is nicely done, and surprisingly enough, my own MAP44 (which actually SHOULDN'T be a ZDoom map, but it is for some reason which I never understood when I was making it in Eureka) which was detailed for forestry mostly despite not being as difficult I guess. the others in this half aren't entirely memorable and most are skippable but none are really awful awful.

 

so of course DWMP2016 decided to showcase the bigwigs first and everything else thereafter. if you know your mapper names and their distinctive styles, you'll perhaps enjoy some of the maps, while possibly hating some of the other ones in here. there's a lot of bad outweighing a lot of good in my opinion though.

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magicsofa

  

Note: Originally written for /newstuff... figured I'd post it here...

 

You know how sometimes your memory completely fails you? I'm sure it's happened to me before but I can't recall... oh wait, it's all coming back to me now. I do remember looking at the sign-up thread for one of the Doomworld Mega Projects. For some reason, though, that memory was lost when I ventured to review DMP 2016. And so, I came at this with no predispositions, almost like a virgin Doomer who had never downloaded a PWAD before.

It's a good thing I'm obsessed with reviewing this sludge pit of WADS in perfect chronological order, because otherwise my instincts would have turned me away. Which, come to think of it, isn't that good of a thing. But suffering is necessary, at least if you want to complain as much as I do.

 

So the first thing I found was a beautiful description of my near future. "A megawad with 50 maps."

Oh yeah? I have so many questions already. 50 what maps? 50 maps why? Are they good maps, or notable maps, or cheesy maps, or maps of maps? Of course since the text file refuses to do anything other than pain me with knowledge of how dreadfully long this adventure will be, I have no choice but to fire it up and gaze at the equally beautiful titlepic. I was delighted to see something totally original: The regular doom II titlepic turned to grayscale, and then vandalized with sloppy red MSpaint text. Okay. I guess I still want to see what's inside, even though the box is literally smeared with feces.

 

I can't whine about the text file too much because it actually describes DMP 2016 in humorously accurate minimalism. This is a megawad, and it has 50 maps. And they are ALL the maps. Did you want an empty map that's too easy? It's in there (but it's not the first map). Did you want to get shredded by annoying hitscanners? It's in there. Did you want a nice-looking map with decent gameplay? It's in there. Did you want a gimmick map to jump in front of your car, causing you to crash and waste thousands of dollars on repair? It's in there. Did you want a severe waste of time? Well, obviously you did, since you chose to ignore the awful presentation right from the start.

Censorship is not really my thing. I like that people can make joke WADS. The fact that we can map to our heart's content, with only the boundaries of the game engine and our own imagination to contend with, is part of the reason Doom is my favorite game ever. But to me, DMP 2016 is almost worse than a joke. A joke wad is meant to troll you, to get a quick laugh, and to offer a small respite from the other side of the spectrum - obsession over detail and perfection. But this isn't supposed to be a joke. I mean, the title pic is an insult to your senses, but you arrive there in confusion because of the description: A megawad with 50 maps. It doesn't say a jokewad with 50 maps including some actually good ones. It also doesn't say 50 good maps but some are actually not so good. It just says 50 maps. And that's what it is. This WAD is like a reflection of the /idgames database itself. Just hit "random file" and play whatever you get. Your experience will be almost indistinguishable from playing DMP.

 

Except wait, when you hit "random file" you usually get a sane description of whatever garbage you are about to force yourself to eat. That way your stomach enzymes can get ready for the torture. DMP offers no such preparation. When you start, you are given a hub map from which you can choose any of the 49 other "normal" levels. It even has cute little screenshots of each map with the author's name. But is there any description of the maps, or indication of quality, difficulty, style? Nope. It does say which compatibility those maps were made for, because why would a WAD be tailored for a single port? Fuck it, let's have vanilla and GZDoom all rolled together in a horrendous mapping burrito!

 

My favorite part of the hub is that it doesn't even indicate which levels have been completed. That's right folks - you get the honor of remembering which ones you have played already! Completing a map doesn't bring you to the next one...it just spits you back to the hub. Naturally I resorted to warping to each map instead, for want of saving my forehead and keyboard from destroying each other.

There are some good maps in here, and since they cover almost all play styles imaginable, there's probably at least one that will appeal to you. I enjoyed "Teenage mutant ninja demons", "Bliss Toxin", "The Swarm", and "Ancient Base". If you scroll down the text file there is a description of each individual map, so if you feel like reading a book instead of actually playing the game, you can try to find out which maps you want to see beforehand. But I'm not here to review these maps as if they were released standalone. I'm supposed to review the WAD as a whole.

 

I said that I'm against censorship, and in the case of people deciding to throw together random compilations of maps with no theme, no quality standard, no organization, and no logic of any kind, I would say "Fine, go for it." And then as a player I would proceed to download something else, something that's actually worth my time. But as a reviewer I am submitting myself to even the worst quality maps, in order to hopefully help other players find WADS they like, and to give authors praise for well executed designs, as well as criticism in areas that could be improved. At least with  a map set created by a severe newbie, there's some amount of effort, some vision, some kernel of good Dooming to be found. The mistakes can be seen as necessary learning along the noble and never-ending path to Master Mapper. But this "Mega Project" is impossible to review in that light. Sure, some of the maps were good because they looked nice and played well, and some were fun because the gimmicks were a success. On the other hand, some were very amateur, very annoying, or just so different from their neighbors, that it spoils the entire thing. One bad apple ruins the barrel, they say. And this has more than one bad apple. One map is a repeating series of rooms each with a door, a cybie, and some soul spheres. It's kinda funny, but the fact that it's placed alongside serious maps makes it more insulting than amusing. I would be embarrassed if I actually created a nice map for this project. And if I was an aspiring mapper looking to join up with the community to improve my skills, I would have wasted my time, since nobody cared about the quality of submissions, and nobody will care to play it and focus on constructively criticizing it. If you really want to make a map just for the hell of it, and then throw it in the garbage, I won't stop you.  But if anyone thought this was anything more than a dumpster fire, I can't find much appreciation for your work. I've heard rumors that later installations of DMP have some sort of organization in terms of quality, so we shall see what that looks like. But as for the 2016 edition, you should only download it if you enjoy wading through sewage in real life.

dmp201602[1].png

dmp201613[1].png

dmp201617[1].png

dmp201608[1].png

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Zalewa

·

  

This WAD is like box of chocolates - you'll never know what you'll get. Unless you will because I will tell you.

 

If you run this in a port that supports MAPINFO, you will start in MAP30 that is a "pick the level" map, Quake 1 style. You get 49 portals, each with a 512x512 pixel screenshot, map number, author name and designated port (vanilla, boom, limit removing, g/zdoom). Once you complete a level, you return to the hub and you can pick another map. This is excellent! You also carry over weapons between maps, which gives you a choice to whether you want to play each map from pistol start or carry the weapons over. I preferred to carry the weapons over, but it's apparent that all maps were designed with pistol start in mind as having access to BFG spoils the difficulty level of many of them.

 

The maps are divided by the MAP30 hub level. By this I mean that all levels before MAP30 range from very good to mediocre with some very few bad apples here and there, while all maps after MAP30 range from mediocre to really poor. MAP50 is the only one in this range that I'd recommend playing, and even then the scripts seemingly broke for us in multiplayer and we got stuck.

 

I can recommend playing all of the maps in the lower range (before MAP30), apart from the few mentioned in the list below. The particular hall of shame:

  • MAP06 - not only it's the usual TimeOfDeath slaughterhouse, it's also a jokewad map with obnoxious "music". Avoid.
  • MAP09 - this map is actually very impressive and it's not actually bad. The level is huge and it has only one monster in it - a cyberdemon. Once you kill it, the remainder of the level is switch puzzles, teleporter puzzles, crusher puzzles, etc. In other words: expect Tomb Raider gameplay.
  • MAP13 - very plain, very 1994.
  • MAP14 - This is a good map, but it's very, very confusing in its layout. I could not find the exit.
  • MAP19 - slaughterhaus with poor visuals/architecture/geometry
  • MAP24 - an abstract map where you will fall into pitch black pits of death.

 

The text file also deserves some criticism. Formatting is all over the place and you must rely on your editor wrapping the lines properly. There's one line with 810 characters in it.

 

All in all, I think it's a pretty successful compilation with majority of the levels being playable and enjoyable. There are better community WADs out there, with stricter quality control that will give you a more balanced experience in overall.

Screenshot_Doom_20170427_195901.jpg

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Hells Kitchen

  

Most maps are borderline jokewad status. These maps are nothing more than a competition of who can spam Pain Elementals, Chaingunners, Archviles and Revenants in the most bullshit fashion. 

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Kalerdulius

  

Maps of interest: 4, 8.

Sadly, 2 out of 49 - almost nothing to see here. Worse than DMP 2015, for sure - unfortunately these don't seem to get better with years. You may try to play through it, though, and there are some okay maps you may like, just don't expect to see something spectacular like, say, yakfak's map from the previous DMP. And, just a hint: do not play map 38.

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Count651

  

As always, a very mixed bag. Some genuinely fun and well thought out maps, but also some honestly not so good ones. Also what the hell is up with map06?

 

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Walter confetti

  

A fun pack of VERY different maps from from any type of authors!

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  • File Reviews

    • By Ofisil · Posted
      Great use of scripts to surpise you in all sorts of ways, and to keep you on your toes, and the detail is top-notch. Sadly, gameplay wise it leans more towards annoying rather than challenging, with rooms that leave little to bo breathing room, and a couple of encounters that are straight up unfair. Plus, the almost-way-too-happy power metal tune playing along feels completely out of place in here. The creator clearly has skill. This just isn't that enjoyable - at least for those looking for sth more closer to classic doom action.
    • By UnknDoomer · Posted
      Officially recognized but boring wad of 9 levels with large-scale maps. Nothing similar with original E1. The number of enemies grows as you progress - combinations of 200+ / 400+ / 500+ opponents vary.     Settings and other:   * GzDoom. * Mod Complex Doom. * 9 levels, 1 of them secret. * Difficulty - "Ultra-Violence".     * The exit to the secret level is on M3. You will need to find the blue key to open the door, which leads later to the secret exit. Before walk to another location, which opens with a secret red small switch.   Pros:   + M8. + Soundtrack.   Contras:   - Quite a standard set of mediocre maps. Nothing remarkable against the huge background of the mass of other wads. - Perhaps I missed something, but on the M8 one of the switches may not work and it will not be possible to enter the location in the south. So. Noclip. On the same map there is a strange separate square area with 2 mastermaydans in the west of the map.
    • By DoomShark · Posted
      - Old school map design from the 90s - Small maps - Easy to beat - Many unpleasant design features like uncomfortable narrow passages, many unnecessary switch flipping and boring repetitive actions,...      
    • By P41R47 · Posted
      To play this mapset properly on vanilla setting i use these files together: batman.wad vbatman.deh original molotov behaviour   I was a kid of around 9 or 10 years old when i first saw images of Batman Doom on some magazines and i rememer thinking ''holly heck, its surelly looks amazing and a Doom clone of Batman surelly will kick-ass''. But for some reason, when i finally got it on a bootleg wad CD-rom, i couldn't play it as intended as it was a break behaviour on vanilla, so i just played it on a source port, zdoom, like ten years after it original release. Be it the port, be it i didn't get much into it at that time, but i didn't enjoyed it much and i quit playing it just when i reach map21.   Now, i replayed it completelly. And certainly, this mapset is pretty advanced for 1999. Maps varies from being pretty short, to awe inspiring big. The texture work is amazing with tons of midtext usage for amazing effects. Every map has it merits, so i will showcase them a little:   -map01: we start on a rooftop, as our dark night is shown on every issue cover since it first appeared. After that, we jump to the street level and after taking some thugs, we take a subway to a different part of the city. The subway effect is just amazing, making you really feel like taking a train. After that we take down the gang leader and the maps ends. -map02: this is one of the most innovative things i've seen, especially made on a mapset from 1999, and this is non less than a Hub map. Yes, we see here the next objetive, take some health some ammo, a little secret, and then we go out onto the next crime thug on the run. Here start the episode of Killer Croc. More mapset needs something like this for awesome inmersion. Only other one i know that use something similar is Back To Saturn X made almost 13 years later, so yes, this was pretty advance for the time. -map03: we go down the sewers following the trail of Killer Croc, and we found some thugs down there, too. Theare are a lot of neat tricks in here. Thugs coming out of water and spilling it around, flowing water sound, raising water, some of the best looking fake 3D bridges. But there are also a few flaws, like an unobtaibale secret near the start, and some bumpty walk through the sewer area. -map04: is a Killer Croc's chase through some building complex and into the forest. Killer Croc fight is an outstanding moment, as it can really take the rocks from the ground and throw them to the player. Amazing dehacked work.   -map05 we returned to the batcave for the next mission briefing, and it seems Tally Man is on the loose. -map06: we are now in Chinatown and we are able to look at first hand the warring conflict between two gangs groups. It ends with a colloseum fight with two gang leaders. -map07: Tally Man is escaping on a helicopter and we need to find our way to chase him. There are a lot of verticallity in this map, and its quite awesome at the end how we board a helicpter and have to fight our way with a lot of minions on a really tight space. -map08: we reach Tally Man's hideout an its non other than an abandoned factory. The map is big and there are a lot of interesting sights for sure. The combat is tighter and difficult here, too, with not only hitscanners all around, but also incoming projectiles from different sides. The fight with Tally Man at the end is just awesome.   -map09: we are now again at the batcave, and we notice that the Penguin has a big criminal output. -map10: Oswal Cobblepot's casino is full of thigs and corrupt gaming, and after making some thugs speak, we found that the Penguin has taked hostage a whole hospital. We need to rescue them. -map11: but it was a trap!!! There is gas leaking on the whole hospital, and there are automated bomb penguins setting everything on fire as we move on. -map12: we finally found the trail of the penguin, but we reach to late to the rooftop, he already boarded the hellicopter. To our surprise, he challenge us to a fight. Exploding penguins around and a flying machine coming for us with only a thin spot to cover.   -map13: we return to the batcave after seizing the penguin, and we found that the Scarecrow is rampaging through the city tunnels. -map14: we are on abridge leading to the tunnels of the city, and there are TNT bundles all around, destroying walls, and a lot of deadly traps taht can kill you on the spot. Scarecrow certainly is making his trail hard to follow. -map15: we reached a house of fear, and the scarecrow is hiding on it, but he also take Mayor Kroll as hostage and we need to rescue him before its too late. There are really awesome dehacked trick here. Like firebreathing walls that hit really hard, and the final fight against the Scarecrow with the Mayor in the middle, if he dies we lose. -map31: We defeated the Scarecrow but as soon as we are returning to the batcave there is call for help. The scarecrow escaped and is hiding on the city. We need to find him, but he is trickier than the last fight, he spreaded his confucing gas all around and we are under his illusion. -map32: we fall under the illusion of the Scarecrow and we are now being attacked by strange creatures on a surrealistic landscape. Awesome sight for sure, but really short map. -map16: thats it, we finally snaped from scarecrow trick and we follow his trail through a cornfield. But at last, we finally seized him.   -map17: we return to the batcave just to learn that Two-Face has breakout from Blackgate prison and we need to stop him. -map18: difficult ramp from here and on, tighter spaces, island prison, new flamethrower enemy. The area is full of really neat sights, unfortunatelly we are late, Two-Face already escaped into the city. -map19: We arrive too late to the city, Two-Face already robbed a bank and go away with all the money. -map20: we are on the trail of Two-Face and we are up to catch him once for all. After fighting some thugs through the city, we caught Two-Face red handed and he face us with his rocket launcher. Fortunatelly, we made him explode himself.   -map21: the crime lords are getting tougher, and we found at the bat cave that the Joker is planning something big. We need to find out what.
      -map22: gigantic abandoned factory map, awesome sights, marvelous details, and an ending that just made my jawd drop. At the end, we have to detonate a TNT to cross, but the chain reaction is bigger than we though and we need to reatreat hastly before the explosion kills us. Just amazing use of the IOS explosion effect. -map23: the Joker seized a whole mansion and is having fun there, we need to stop him. -map24: We found that the Joker has taken a whole theatre for his own amusement, and at the end we fight him but we are not able to seize him as a lot of thugs jump into the fight to stop us. -map25: the Joker run away into the Gotham Cathedral, and at last we are able to seize him once and for all.   -map26: we return to the bat cave and found that Bane has breaked into an armory. -map27: the armory hit was just a decoy, we are now to late for the bigger treat Bane is planning. -map28: Bane break into the Arkham Asylum and let loose all the crime lords we captured, so we face Killer Croc, Two-Face and Tally Man on a rematch. -map29: we continue throught all the destroyed corridors of Arkham Asylum and we fight the Penguin, Scarecrow, and The Joker once again. -Map30: Bane break through our mansion, he knows who we are, and he challenge us to a final hand to hand combat. He is fierce and deadlier as a raging bull, but after a long fight, we defeat him.   From the description we can see that maps are mostly linear, but there are too many neat details and secrets that let us spend time exploring around that we doesn't feel at all the maps being linear. In fact, there are a lot of interesting details to look into that we can lose a good chunck of time on just one map, even when it is kinda short. The sense of adventure on this mapset is something that must be experienced. All the changes make for a total inmersion like just a few other mapsets offer.   After all, this is an amazing Total Conversion, and it surelly deserves to be among the best outputs from this community. 
    • By Argenteo · Posted
      The last chapter was the one I had less memories, perhaps because it's tough. A good time playing.
      Beat it. Everybody frag now. Vangelis. Cool midis.
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