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DoomGuy Gets a Puppy

   (11 reviews)
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About This File

Still despondent over the loss of his beloved rabbit Daisy, DoomGuy retires to the French Riviera to spend the rest of his days eating cheese and not fighting demons. One day on the way to his favorite cafe, he happens to pass by the local pet emporium, run by a certain M. and Mme. Poulet. In the window, he sees Imelda Barkos, the cutest Yorkshire terrier in France. His heart skips a beat. A kind of happiness he had not known since Daisy's death suddenly seems within reach! But as he enters the pet store, he hears a shout: "Sacre bleu! Ze Doom homme! Ee must not get ze puppy!" Suddenly, M. Poulet is blocking his path. Mme. Poulet grabs Imelda and heads for the back door. "Ha!" she cackles as a strange green portal opens around the door, "You weel never conquer our demonic castle! Errr.... not zat ze dog weel be zere!"

tl;dr--You DoomGuy. Find doggy, kill demons.


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Phobus

  

Despite working alongside Billy for a few years now, and being a big fan of what he does, I hadn't gotten around to checking this out. Turns out I was doing myself a disservice! This is a lot of fun to explore, with many twists and turns, and some pretty intricate secrets. A very strong start for him, but I can see where he's grown since. In particular, the progression and distribution of weapons can lead first-time players to be quite underpowered for a long time, depending on where they go first, and my initial playing experience suffered as a result. Likewise, the way secrets are woven through the map and partially limited based on progression makes for a great story telling device, but does rather impede your chance to experience everything if you don't know when things are available and what will stop them being so.

 

Saying all of that, the game play is generally solid, the additional textures, artwork and music choices are all on point and the level looks very nice, so I'm more knocking a star off because of the open-ended progression not working out perfectly for me on my play through, than anything else. Well, that and I know he's gone on to bigger and better things, of course! Great stuff, highly recommended.

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Doge Sword

  

Really good, but that blue skull secret...  It kinda ruined what I was doing.  

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Dear Hoplite

  

420/10

 

I have known a happiness that I haven't known since I adopted my pitbull simply from seeing that good boi

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HeyItsDuke

  

One of the most interesting and fun maps I have ever played. I definitely recommend it! 5/5!

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Major Arlene

  

I ran across this randomly and I was not disappointed. 5/5 for heckin' good bois

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Erick

  

I remember playing this months back and it's still a fantastic level to me, an easy Cacoward contender if you ask me! It's nice to see a creative level with a small but nice joke that works out in the end. There's also a surprise at the end that wraps up the level very nicely. The level is open and challenging enough to keep things interesting, especially some of the secrets if you can find them. Great level and worth playing!

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Doomkid

  

Fantastic original concept housed in a nice looking, fun to play map. Great stuff, the kind of creativity we need to see more of.

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SOSU

  

Really really cool!At first i thought the puppy was going to be the mbf helper dog but what you came up with is much better.

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yourusernamee

  

it was pretty great, but when I acquired the puppy, it became 5 star material.

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Prologue-9

  

Surprisingly neat and intricate level. There were some really nice setpieces, with unique encounters built around them. I specifically loved the dream sequence, as well as the Baron encounter in the cage. The battle for Imelda felt slightly grindy, though, and I think a few Hell Knights in place of Barons could of worked wonders for this encounter. Also felt the forest maze was a bit out of place and visually unappealing. Overall, great map, exceptional detail, and interesting gameplay!

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Zalewa

  

I don't know what kind of idea this is, but it's pretty damn well executed, so have 5 stars.

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  • File Reviews

    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
    • By Argenteo · Posted
      Dario Casali siege-carnage adventure. There's maybe a thousand monsters in here, so better find those weapons and start to think how to digest it all. Watch out for those nazi ghost. Built time about two. Funny.
    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...
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