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 MTX1996 · Posted
      0/10 doesn't include a proper Go 2 It-type map
    • By dmg_64 · Posted
      Love the smooth weapon animations <3
    • By maulosiarch · Posted
      I found this to be very convoluted, and grand architecture got in the way of an otherwise amazing idea. For example, I personally enjoyed the little secret entrances to Tartaros the best parts of the game... they were very trippy, and I still don't know how getting the secrets in the seemingly unrelated map managed to register on the proper map of Upper Tartaros. Yorick's Skull seemed to be overall irrelevant to reaching the end stage, which I found interesting. In fact, I don't know what placing it did at all to the map, except for release a horde of Afrits.   Thanks for all the fish.
    • By Jayextee · Posted
      A good DOOM mod should be challenging, right? How about challenging what is expected from the maps themselves? This is exactly what UnAligned does. In spades. Gimmicks and puzzles abound; especially E3M1, oh wow -- when I found out that the teleporters were basically math instead of "do them in this order", it became a great thing indeed, and this is saying nothing of the voodoo doll puzzle, or... you get the impression.   If you want good solid combat, look elsewhere (or IDCLEV to E3M6 and play DOOM Tower Defence). But the fact is the DOOM engine offers more potential than just various configurations of shooting, and UnAligned is a good place to look for that kind of thing. By its very nature, the entire thing is hit and miss (each and every criticism of E1M8, for example? Completely justified -- a nice idea made totally frustrating in its extremity, and something already done better by MAP07 of Valiant for example) but there's likely something here to surprise anybody. I give it five stars for its creativity; not the overall quality, which is as sporadic as the themes of gameplay. It's not for everybody; in fact it's not for many people at all; but dash it all, if it ain't unique as hell. Even if, as the name would imply, it's not the prettiest smartass around.
    • By Doomkid · Posted
      Masterpiece for the ages (0/5 - Vomit)