Tarakannik 3

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Author

Sasha

About This File

Credits

id-software & all the authors of the resources we used

Build Time

December 2013 - May 2017.

Editors Used

XWE 1.15, Doom Builder 2




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Nine Inch Heels

  • 3
   6 of 7 members found this review helpful 6 / 7 members

What happens when you try to make chillax more interesting and perhaps more difficult by spicing it up with a daring selection of custom monsters? You get Tarakannik 3...

 

This maximum-ridiculum spans 43 maps and is loaded with fierce opposition like you wouldn't believe. Make no mistake, this thing is hard to a point that even HMP-difficulty will stop most doomers dead. The author had the courtesy of warning me when I started playing this on UV-settings, and unless you want to bash your head against this madness like I did, you'd do well to listen to the advice given and tune it down. No, seriously, consider not playing UV unless you're either a doom-god, or you want to hone your skills to eventually become one.

 

So, what's going on here, how does it compare to, say, chillax? Where chillax liberally flooded the area with overwhelming opposition by way of numbers, tarakannik 3 oftentimes favours quality over quantity, even your seemingly bog-standard imp is a bit more threatening now, and imps, like many other demons in this set, come in different variations, some of which put scytheII's zombie-marine to shame. If you want to see a pinkie shoot a rocket at you when it dies (Which I think is hilarious), this is where that and many other things are going to happen.

 

The author expects rock solid execution when it comes to avoiding incoming damage. Whatever it is that you can possibly evade, you almost always need to evade it. Mistakes will get punished severely.

 

Aesthetically this is a mixed bag. Most of the maps are crafted either by way of copy+paste or with a fairly broad brush, without much attention to details in general. That's not to say Tarakannik 3 looks disgustingly ugly. There is some utterly absurd eye-candy to be had on occasion, map 41 and 42 in particular were... Oddly fascinating to just look at. If you've nothing better to do, you might want to consider IDCLEV-ing through this thing and have a gander, you may see something you actually like.

 

Note that you won't be able to run this set in PrBoom+ (at least I couldn't). I loaded this with GZDoom, and most of the maps worked properly, some just didn't for reasons beyond my knowledge/understanding. A fraction of the maps might cause the average machine's framerates to take a nose-dive to the point of being unplayable as a result of absurd bullet spammyness among other things however.

 

So, is Tarakannik 3 for you? If you're the type of player who actually enjoys playing chillax legitimately, however difficult it may be, this is a must-have. If you're curious to see how much frustration you can handle, this is where you can put your limits to the test. If you're looking for utterly ridiculous difficulty, you'd best start downloading right away.

 

I would have given 2.5 stars if I could, since some of the maps were unplayable no matter what I tried, but considering that this set made me laugh quite a bit here and there, and I generally like these utterly absurd maps, there's 3 stars for Tarakannik 3. How quaint...

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jwilliams051197

  • 1
   3 of 13 members found this review helpful 3 / 13 members

This wad is shit. WAY TOO HARD.

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  • File Reviews

    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves   A nice mapset with a wide variety of styles. There isn't an unique theme, given that is a community project, and I liked that after all. From short to large maps, from simple to obscure progression. There are maps that have incredible architectures and multiple textures, Toooooasty's map 29 is a tutti frutti, hell-gothic-brown-vines-blue-tech-meat-etc. Each map does not follow the previous one, but some do feel like a sequel from a previous map, like 20 from 17, and this one from 12. As a japanese mapset, I expected to see anime textures, but it's not the case, instead some rooms have shapes of fruits, ice cream, a caco, an anime character, comics. I'd say weirdness is present in the wad, which I have fun with.    Features incidental combat, claustrophobia, slaughter(ish), puzzles, a lot of stuff. It isn't a hard mapset, but it has its nasty moments. Map 28 for example features a lot of instant appearances. Map 26 has an archvile in almost every section. On the other side, some maps like 05 and 31 that are full of zombiemen, fun to use the rocket launcher occasionally. Map 11 plays with voodoo doll traps and uses colours to keep progression. Map 22 has a 1 vs. 1 against a cyber, hilarious to two-shot if you don't take it seriously. And more and more, a mixed bag to sum up.   I like the midis and I'm pretty sure I heard a few of them before, map 28 has my favourite midi in the mapset. Also, map 22 has a remix of Death Bells, I like the original more but this one was good too. Secrets are also a mixed bag, Tooooooasty's maps feature so much detailing that it's hard to spot the secrets, and I remember a few of them being completely obscure and non-intuitive (map 29's secret blue door, how could I know?). There are also a few bugs, in map 31, the spiders are all so cramped that cannot move. In map 15, something really weird happens if you use the red key with a linedef marked as red door in the start room, basically a lot of walls lower causing HOMs and crashing the game.    My favourite maps are 04, 19, 22, 25, 27 and 29. Least favourites are 13, 31, 18 and 24, they are not bad but I did not enjoy them so much, specially 18 and it's pitch darkness. Appreciated the short and easy IoS fight. Map 28 would have been in between my favourites if it wasn't for all the loud pop ups. The other maps are good too.    So, play this if you like weirdness and variety. I'll give this a 7/10   
    • By felgro · Posted
      The good far outweighs the bad. Short and sweet maps that are relatively crap free. With one exception - map 18 has one of the dumbest and most annoying teleport puzzle/traps ever, with no way of knowing how to solve it other than moving in random directions. No shame in noclipping past it - it is a game ruiner, a spanner in the gearbox of an otherwise fun time. So bad I'm subtracting a star for it.
    • By Glaice · Posted
      Full of action but other than some aesthetic issues (misaligned/pegged(?) textures), it's not terrible.
    • By Summer Deep · Posted
      I played this on UV difficulty and it was okay, if a bit repetitive, until the final episode (4 levels). At this point it became seriously frustrating with contrived ambushes at regular intervals involving revenants or archviles (3 or 4 at a time, even 6 on one occasion). "Expert placing" of enemies is all very well, but when done so perfectly and artificially, creating endless crossfire and triangulation situations, it just becomes tedious. In level 29 you are faced with three cyberdemons and a spider mastermind in a cramped inescapable arena, with inadequate ammunition and 30-40 revenants at the perimeter firing homing missiles. In the unlikely event that you survive this, there's an almost impossible 'timed lift'  gimmick to exit the arena. Might have been alright as a 12-15 level game without the stupidly difficult finale.