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Kala

   (7 reviews)
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Break out of an underground prison and fight to the surface in this 8 level map set for Ultimate Doom


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BigDickBzzrak

  

Ugly but enjoyable, I guess.

Definitely not a newbie WAD, IMHO, details in the link below if you're really that interested.

 

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Cell

  

Not particularly eye-pleasing in terms of texture choices and applying harsh light blinking effects onto long and tall corridors. Nice approach to abstraction, tho', but it sure will need some more effort to pull off in a less hideous way - the attempt just falls between two chairs under the table, being too mild to be a jokewad, yet too ugly for something that offers a mediocre gameplay value like this.

Reusing previous maps of this tier (i.e. E1M1->E1M6, E1M2->E1M4) is sure stupid, but I can live with it. I quite liked the vine area of E1M3 (if only it didn't tutti-frutti on Vanilla) and E1M8's climatic feeling.

That being said beforehead, I suggest to choose between these paths: either stick to this kind of architecture and specialize in making Mockery-esque wads or improve your skills whilst proving a gameplay equivalent to this one, minus scattering powerups and early strong weapons everywhere, of course.

Regards, Cell.

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NoisyVelvet

  

Gzdoom with godmode and some use of noclip.  like a 12~ minute playthrough for the whole 8 maps, i estimate.

 

:) i like bright saturated colors, and i like romping around in an abstract playground.
:) i like casual platforming and crawling up and down hills and such.
:) not over the top in map length, if it was then this would be less bearable.
:) music is good.

 

:| although abstract isn't bad perse, it's not very stylish in terms of visuals etc, it is that slap-dash joke-wad style.  The only 'prettiness' here is from the fact that bright, saturated colors are somewhat pretty by default.
:| monsters just sprinkled about in an uninteresting way.  I just ignored monsters and godmoded through them.

 

:( isn't very clear about source port compatability; only the "tested in" section in text file; doesn't work in prboom-plus which is the first source-port i always try.  I used GZdoom and it worked fine.
:( inescapable pits and bugs
:( lifts that just take so damn long.
:( either too many stobing effects or not enough, i can't tell.

 

compared to these, there are better examples of maps that do the crazy color-barf style of visuals i.m.o.  Though, the wad kept my interest 'til the end so that's a good sign.

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Nine Inch Heels

·

  

Either a mildly violent house party with guns and free hallucinogenics, or an abstract (mapping-)philosophical piece of art, or both at the same time (which is what it seems like from my point of view).

 

.-*WARNING*-.-*WARNING*-.-*WARNING*-.-*WARNING*-.

Not suitable for people prone to epileptic seizures!

Play in a well lit room!

*-.WARNING*-.-*WARNING*-.-*WARNING*-.-*WARNING.-*

 

This made me smile quite a bit for several reasons, one of which being that the author deliberately dropped a chocolate steamer the size of mount everest on established mapping conventions (all of them, I'd say), and did so in such a consistent manner that all I can do is wonder what comes next (because I'm gonna play that as well).

 

This WAD, or rather the way I perceive it, is a unique kind of sarcasm and satire, served with slick MIDI choices featuring TOOL and Rage against the machine among other classy stuff. Very refreshing from my point of view.

 

If you're looking for an abstract piece of entertainment, which is just what this wants to be, give it a look. In case you're looking for a little something extra, search "Kala" on wikipedia.

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anotak

  

i enjoyed this quite a bit, it was a bit different than what i'm used to but the visual style was striking.

i did have to cheat and give myself the liteamp with idbeholdl a few times though. the flashing lights gave me a headache and that's not good.

a very strange, abstract experience. i was listening to Tangerine Dream - Phaedra as i played it, and it really fit.

i just like the sheer scale of the areas, and how alien they feel. it reminds me a bit of some of the larger "50shades of greytall" maps, just this bizarre space. jagged stairs over huge falls messing with my fear of heights. despite how abstract the space was, it was clear that thought went into it. i never got lost despite the lack of key/door textures. i like how the maps sort of flipped my expectations in many ways.

 

there were some negative aspects, like the flashing lights being the biggest issue. the combat was completely non-threatening and kind of tedious tbh. easy, but took a long time sometimes. i would've enjoyed it more with more rocket ammo i think because then it wouldve been less annoying to get through the enemies. also the issues with the 1-time lines were a problem for me.

 

if you refine this style further, i'd be very interested to see more. but i think maybe many others would prefer to see more traditional maps, so it is up to you to do what brings you happiness!

 

for potential players:

if you want traditional doom combat, this wad probably isn't for you

if you want puzzles, this wad probably isn't for you

if you want abstract + atmosphere, this is where to go. just don't forget your lightamp goggles

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daskraut

· Edited by daskraut

  

"Look, Ma, I found Doom Builder! I'm gonna be cool!"

Architecture: Uninspired. Very.

Detail level: What's that?

Lighting: Awful. Painful!

Gameplay: Well, there are a few monsters here and there...

Makes sense: Not at all. How does any of this resemble a prison?

Music: No complaints here.

Bugs: Typical beginner level texture mishaps. Lots of them.

 

Do what Myst.Haruko told you already.

But don't let all this negative feedback discourage you, kiddo. Keep on mapping, learn how to do it right, make something great and amaze us!

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Misty

· Edited by Myst.Haruko

  

I don't want be bad person, but you need take your time and learn main principles of mapping and play lots of good maps and of course, learn from them if you want try something more traditional. And please, do not use blinking lights on large scaled, long sectors, unless you want cause headaches, seizures and other negative things to sensitive people and that light effect makes gameplay harder. Also, try change linedef actions into repeatable ones(where you noticed issues), so no reloading maps or cheats will be required to finish your maps.


 

Oh and also this wad reminds me wads from 90's, where people didn't know how to apply textures properly due limited tools and how engine works. It's not bad thing, lots of people like weirdness and crazy shaped maps. 


Only positive thing I can say about this mapset, that it has good music choice. 

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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