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 Summer Deep · Posted
      This is okay for a 1995 Doom 2 mapset. The action and the environments vary between humdrum and pretty engaging. It's not particularly difficult, even on UV, if played in continuous (weapon carryover) format, as it was apparently designed to be.   Nonetheless it could have been a tougher challenge but for an over-provision of health and armour at certain points (a recurring element in wads of this era), and also some bizarre game mechanics - for instance a Spider Mastermind decided to walk under a crushing ceiling in level 3, just when it had me in a bit of trouble. Then a Cyberdemon, which was occupying a threatening position at the beginning of level 5, suddenly disappeared and its remains later turned up in another part of the map: I can only assume it was telefragged or something.   Still, this is a great improvement on this author's earlier ASDOOM.WAD for Doom 1, that's for sure.
    • By Nems · Posted
      This was a fun mapset though it gets more challenging later on. Map 08 in particular is a mad scramble to the top while the IoS rains spawned Hell down on you. I wasn't a fan of the monster sprite changes but they were thankfully just visual changes, not behavior changes.   The bonus map can get fucked though. Hate that last room encounter. Contending with two arch-viles, a wall of revenants, a mass of cacos AND pain elementals, AND two cyberdemons while trying to move around and dodge all of that was impossible and bullshit for me.   Thankfully the bonus map is just that - a bonus. I would have dreaded encountering this in the normal roster. I'll definitely come back and play through this in the future.
    • By Catpho · Posted
      Whats with all the low scores? Anyway,this is a map with plenty of good and interesting visuals,while slightly similar to other cool wads such as swim with the whales,plasmaplant but there is still a unique-ness of its own ,and its gameplay fit for anyone who likes difficult maps. If you dont like slaughter tho,stay away.
    • By Nems · Posted
      This was a pretty fun set of levels to blast through. It's not too challenging despite the monster count found in most levels (if I recall right most of them had at least over 200) though there are a few encounters that make for some tricky gameplay. Still worth a download and worth a shot. I know I'll be coming back to this in the future.
    • By Spectre01 · Posted
      Cool and highly distinct visual style, focusing on the orange and gothic hell aesthetic. I wasn't a fan of a few of the maps here, but levels 06 and 07 were excellent. 3/5