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I can't see shit without my glasses

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

First of all, specify the IWAD to use for this wad (it's Ultimate Doom/Doom 1)


Second...it was doing well with the forced berserk, chainsaw galore, weird places to see and good gameplay......

until that E2M5 crossed into me....

That map is broken...and I have 2 assumptions for that. One, that the author forgot to disable the impassable flag on linedefs in the areas, or two, the impassable flag was put on purpose. Seriously, you need to fix that soon...

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· Edited by SP_FACE1

   3 of 4 members found this review helpful 3 / 4 members

Well okay, this is some weird shit. Thankfully in a good way. The text file description is pretty minimal but it does tell you that it's an episode 2 replacement. And that it is indeed. Textures are pure episode 2 and style is abstract hell which doesn't sit well with my taste buds. However this is an excellent example of how a visually not so good-looking level can be extremely fun and original. And the basic texturing is counterbalanced with some nice and uncommon detailing, peculiar puzzles and strange use of lighting.


Next paragraph has spoilers. So if you don't want to get spoiled just play the WAD.


The first level gives you berserk, a lot of them, so fight your way through those zombies and demons with your fists. At the entrance of the second map the writing on the floor tells you to "RUN". Run where? Who cares, just run or you get chewed out alive. When you reach the chainsaw you get your answer. There are similar nice traps and puzzles dropped here and there throughout the WAD. Some are more unconventional, some more traditional. E.g. I got trapped under a crusher more than once and every time I did I felt I deserved it. Maybe I've played the wrong WADs but usually the crushers I encounter are ones I can see or hear miles away and then easily avoid them. These crushers didn't give a lot of time to react, especially if you have the mind of an innocent puppet: "Look, a backpack! Let me run to it immediately!" The coolest puzzles in the WAD were with the Voodoo dolls. One of the puzzles could be bugged though or I just didn't understand how to solve it (I mean the secret exit). I tried to figure out what the title of the WAD means: "I can't see shit without my glasses". After the Voodoo dolls I thought it's a reference to the message you get in Quake when you accidentally kill your team mate: "Player checks his/her glasses". Well, maybe that's too far-fetched.


Fights were designed well. Many levels were purposefully concentrated on using a certain weapon and fights were made around that. Despite the puzzle emphasis the flow of the levels was good. The small size of the levels might have also helped with that. I played on HMP. The text file says there's only UV, didn't check if that's really the case. Except the last level HMP was quite easy. There were too many items and too much health. The seventh map might have a showstopper bug. I was not able to return from the yellow skull key area.


In short, this is a puzzle centered episode 2 replacement composed of small and weird levels that are fun to play.

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   2 of 3 members found this review helpful 2 / 3 members

I wasn't expecting it to be that good, this type of levels that give you berserk and chainsaws at starts and has you fight your way to the exit is kind of rare, it's also slightly puzzle oriented, a really good episode 2 replacement.

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   3 of 7 members found this review helpful 3 / 7 members

i like yer style, dude!

Voltcom9 and bzzrak like this

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   0 of 5 members found this review helpful 0 / 5 members

I am not a fan of putting swastikas on the automap.

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With such minimalistic description I was expecting something that subverts all expectations of a coherent map and folds into a disaster. However, it's not entirely the case. The maps are definitely different, especially in the geometry department, but they play well and have action that never stalls. There are some astonishingly interesting visuals here and there. In general, despite the very "freestyle" application of textures, the maps look well.


E2M7 is definitely broken as the sector floor heights in one place don't form passable stairs where it's clear that they should.

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  • File Reviews

    • By whirledtsar · Posted
      The texturing and detailing are pretty good but the map is very cramped. You'll frequently get stuck on little details or want to pass through spots only find there's just barely too little room, which is frustrating. Ammo is quite low, so you'll have to think carefully about how you use it. Which isn't a bad thing at all, it's a different experience than usual. There are a few new sounds (replacing the pistol, shotgun, and chaingun noises), all of which sound absolutely terrible. Overall though, the experience is okay. It's a short but moderately challenging map that will take a few tries to complete and isn't a waste of 10-15 minutes.
    • By SuperArjunaButt · Posted
      Overall, good job!  Thanks Josh for making this and giving me a shoutout in the credits.     I played this on HMP, continuous, and with GZDoom.  This WAD certainly hits a lot of the same (awesome) notes of Doom E1 without getting too close to the originals, and I think improves the final fight in E1M8.  It would get a 5 star rating except for two overall problems:   --There are decent stretches of map with a lot of the same wall texture  The opening area in E1M1 and the exterior wall in E1M5 are examples of this.   --In E1M6 and 7, there are a few hallways where it looks like I was supposed to approach from the other direction, and the monsters were either set to Ambush or behind two sound blocking walls.  Maybe split the orientations next time so half the monsters are facing one exit and half are facing the other way.   This WAD is definitely worth the time to play through, and it ends the way E1 should have ended.
    • By HAK3180 · Posted
      I played on Hurt Me Plenty, continuous.   What I Did Not Like - A few alignment issues - I encountered a couple very odd bugs - Secrets were very easy, even simplistic at times - I found "Mouse-look encouraged" to be inaccurate. It's definitely necessary to max, and I'm almost positive necessary to beat a few maps (shootable switches). Still, I only used it like five times the entire megawad. - Some areas underdetailed - long stretches of same texture  - A relatively weak set of maps in about the low to mid 20s - Props for custom music all the way through, but I found it a little repetitive and indistinct - A noticeable number (but not a noticeable percentage) of barons of hell that were used somewhat annoyingly (grind) - Map 32 gets a pass because it's bonus material, but I didn't like it at all   What I Did Like - Everything else - The fact that everything in "What I Did Not Like" is basically a nitpick - Awesome level design and flow in most cases - Brilliant visuals all the way through - Advanced elements used well, rather than just shoving ZDoomisms in my face for the heck of it - Fair and challenging gameplay - the borderline slaughter situations were well done   Other Observations - The ammo crisis basically disappeared once I got the first backpack. From that point on, I basically always had 600 cells. That may also explain why I thought a few later maps were underwhelming. Perhaps I'll replay with pistol starts. - I particularly enjoyed the maps that were more or less "cities." - This is among my favorite Doom things ever.  
    • By Walter confetti · Posted
      It's a ok house level for it's age, looks like to have a cool layout for dm