JMAA's Pistol Start

   (1 review)
Sign in to follow this  
Followers 0

Author

JMAA

About This File

This is pretty much a dumb mod, but all it does is just limit the weapon range to just the pistol and pistol ammo and tone down the monsters' health to be easily killable with the pistol without having to bore yourself. It also includes a new skill level for really special gamers.

Base

New from Scratch

Build Time

30 minutes. Yeah.

Editors Used

SLADE

Bugs

It's supposed to spawn clips and clip boxes instead of other weapons and ammo types, but eh, whatever.




User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

Trupiak

· Edited by Trupiak

  • 1
   0 of 1 member found this review helpful 0 / 1 member

I downloaded this map some time ago just for fun, played for a minute or two and quit doom, a month or two months later I decide to get back to doom, I load up some wad and I notice that the mod didn't turn off, the damage was still bonkers even though I deleted this wad, I tried playing different wads but on my every single doom wad the damage is broken, I had to reinstall zandronum because of it. It doesn't say anything about it in the bugs section or anywhere. 

 

Anyway, for the actual review, the mod is funny for the first minute or two then it gets boring 

Share this review


Link to review
  • File Reviews

    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   This is a very nice megawad dating from last 90s. It consists of moderately short maps, starting with simple compact tech/rocky layouts, extending to bigger open areas, from a forest to hellish environments as far as progression goes. In combination with standard Doom aesthetics there's a set of new good-looking and odd textures, some of them stood out to me like the suffering baron of hell, grey skulls in the icy map, the rotating spawn cube, the vines in the forest map, and the sleeping babies, that one was creepy. I must add, that lava texture is gorgeous, and the way it was used not only on the floor but behind enemies in darkness, very neat imo. There are some special effects, in earlier maps you can hear former humans dying behind walls, I guess that simulates other marines dying in combat, it basically tells the story while you're playing, really cool. And, custom sounds, for your marine and monsters, the imp's new sound was obnoxious, I liked the zombies new low voices though. Honestly, visuals and also music are the standouts, not that combat is bad but that depends on your expectations if you have never heard of this wad before.   And well, this is a megawad for relaxing combat, consistent difficulty and moderate progression. I'd say it's on par with Icarus and Evilution, probably similar to other wads of the same style, in terms of monster placement. Sounds easy? Well it is, technically, maybe much easier, but it all depends on your skills. There's not a lack of challenge, but there aren't any gotcha! moments if you exclude a few surprise archviles or some sneaky shotgunners. You usually get your weapons and ammo early, health and armor supplies aplenty, it really isn't tricky to maintain yourself far from death. Plus, monster count rarely exceeds 100, with them being mostly low-tiers. Don't be surprised if you find a BFG and don't have anything worth to use it lol.    When it comes to secrets, usually they are behind walls with a different or misaligned texture. They are generally very easy to spot and the rewards can be too very high.    Not sure which are my favourite maps, but the ones from map 10 are what I liked the most. Well map 10 is a case of nice spooky atmosphere but a feel of loneliness, because it's dark and big yet almost no monsters. The IoS map, with the boss called TCHERNOBOG, was surprisingly entertaining somehow, even if it was a bit anticlimatic before I got to his heart.    So, as an easy set, I like how it played. Probably not appealing to skilled players looking for extreme carnage or multiple traps, but if you are new to Doom and/or love vanilla gameplay, this is a candidate not to ignore. For what it provides, I consider it a success, personally talking, and so my rate is 9/10.
    • By an_mutt · Posted
      For a first map this is pretty impressive. I could definitely identify the influence of No Rest for the Living, a mapset I really enjoy and would love to see more maps in the vein of. My main complaint for the map is that - until near the ending - pretty much all of the monsters are placed in front of the player and the gameplay consists of simply moving forwards and clearing out what's in front of you. The combat picks up slightly near the end, with the fight just after the blue key door (of the Hell Knight, along with a Revenant that teleports in just as you're getting started) is the highlight.   The layout is fine, with progression naturally looping from key pick-ups to their corresponding doors. The most exciting part of the progression is dropping down into a nukage pit near the end of the map to make your way to the blue key, although - and again I have to mention the limited gameplay here - it feels like the mapper doesn't take advantage of the player's vulnerable position when they're down in the nukage as there isn't enough exciting gameplay to raise the tension.   Aside from those complaints, I think it's pretty good! The map is quite well-made from a technical standpoint and I found the visuals to be decent enough. Wasn't a fan of the music though, unfortunately. I'd love to see the mapper play around with the visual style of No Rest for the Living and give us some more maps, with spicier gameplay and perhaps a little more space in which to play around in and explore - I definitely think this wad shows a lot of promise!
    • By Scotty · Posted
      Absolutely top notch. Fun to explore, great combat, and amazing to see how this incredibly intricate level unwraps itself as you progress. Vanilla compatibility just makes it even more impressive.
    • By NuMetalManiak · Posted
      we need more good Ultimate Doom wads. this was nice, plasma gun combat at first, when it opens up, it's chaotically good. the three keys weren't that hard to figure out, although the puzzle for the red key stands out the most. some nice and sharp (yes) ideas overall.
    • By NaturalTvventy · Posted
      Xaser mastery of the highest order, demonstrating his command of architecture, texturing, (sharp) angles, lighting, and mood.