IT'S TOUGH

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xxxdarkmaster1337

About This File

it is a short level i spended not much time the detail because i didnt long make this level but i hoped you like it anyway also it is hard because i put many revenants in it

Credits

Developer(s) id Software[a] Publisher(s) GT Interactive[b] Designer(s) John Romero Sandy Petersen American McGee Shawn Green Tom Hall Programmer(s) John Carmack John Romero Dave Taylor Artist(s) Adrian Carmack Kevin Cloud Writer(s) Tom Hall Composer(s) Robert Prince[c] Series Doom Engine Doom engine Platform(s) MS-DOS, Sega 32X, Atari Jaguar, SNES, PlayStation, 3DO, Sega Saturn, Acorn Archimedes, Game Boy Advance, Xbox, Xbox 360, iOS, PlayStation 3 Release December 10, 1993 [show] Genre(s) First-person shooter Mode(s) Single-player, multiplayer

Base

New from scratch

Build Time

serch me i just make the dam tihng lol XD

Editors Used

doombuilder slade paint.net android camera app




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Xindage

  • 3
  

Its a very simple map focused in one theme Slaughter, map filled whit revenants and other monsters has you progress, it's indeed hard but looks beatable, if you're a pro gamer give it a try.

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  • File Reviews

    • By Meril · Posted
      Like most of '95 maps, low details, square rooms etc. You can find here some weird use of textures and walkthroughalbe bars. In gameplay side, map is ok. No challange, but not boring neither. Overall is barely below average. 3-/5*
    • By galileo31dos01 · Posted
      Done on HMP/continuous/saves.   A super solid mapset I had the pleasure to play. This one felt like a modern adaption to the old known Scythe, while bringing its own personal style: it is divided into episodes, difficulty progression is highly notable between them, but monster density remains on the low side. Visually remains on the classic side, starting with tech bases, always indoors, then slightly pushing the player into open spaces connected with caves and lava, and more fleshy/spooky environments nearly the end of the set. Personally, I really liked that purple sky in mid maps, an unusual color in the game. While the author kept it simple with texturing, there's a lot of work on atmosphere and connection between levels. More specifically, in most maps the starting place is the previous map's exit room. If not then you'll know where you'll going to be, again because of the theme's consistency, which I liked a lot. One thing to point out is the usage of darkness in at least one piece of every map, something that always gave a sense of insecurity, as monsters had an advantage I lacked, which was pretty cool and tense (map 25 last room is dark and brutal, one of the most memorable moments of the set imo).   The combat and layout are the most consistent and interesting sides of this wad. Monster count might not be too high, but the author worked it out in way that little can still be brutal. The first and second episode are very low-key, with some surprises to introduce the player into what's coming. Third and fourth are more trap-based and also introduces serious (but simple) platforming/chasms. Last two episodes are what Moonblood as been anticipating so far, all of the previous but in a much brutal and unforgiving way, also including hectic starts. On par with this difficulty progression, there's monster progression, this means that each monster is introduced in an old-school iwad way, only barons appear much later than I expected. In terms of layout progression, non-linearity is what rules, excellently done btw. The maps will give you the opportunity to choose your way to find resources and deal with monsters. Despite playing on continuous, I payed attention to the weapons placement: it's not your usual classic megawad, there's place and time for each weapon to be the star of the map, usually provided near the starting spot, so the player has an idea of how's the map going to turn out. This kind of pace was really appreciated, since I enjoy variety. A final boss is included to give a conclusion to the story (quite a nice story, if you want to understand the author's view it's here), always nice to see custom endings that don't have an IoS, always nice.    Secret-wise, these are not just your typical misaligned texture, with usage of the automap and a good ear you can find them all, but they usually take an extra effort to find, more often related to audible clues. They don't give you much in general though, this is probably the only downside as sometimes I found single medikits and I didn't need them at all, but perhaps pistol starters might appreciate them more... My favourite maps are from the fifth and sixth episode, the secret maps too, since there were more open layouts and mixing of every monster/weapon. I think there was no map I disliked, well maybe map 26 which was quite good except for the many imps on ledges lol.    Overall, I dig this gameplay, very exciting, recommendable for anyone looking for classic adapted to nowadays perspective, if that makes sense. Uh just try it, Scythe and Jenesis fans can't miss this, my rate is 9/10. 
    • By Eye del Cul · Posted
      Interesting, but I'm not a fan of hidden buttons and convoluted gameplay. 

       
    • By Nine Inch Heels · Posted
      This is one beautifully crafted piece of well orchestrated torture.   UV-difficulty is by no means suited for players inexperienced in the slaughter genre, and even on HMP you're expected to get the very basics right.   What starts as a series of smaller, moderately difficult, albeit punishing encounters in seperate areas of this map evolves into a full blown fight for survival that takes place almost across the entire map once you unleash the final wave of enemies.   The layout of this map is nothing short of effective. By the time you got your first set of guns you will already have several revenants, a vile and more coming for you, while at the same time this map manages to deny you any sort of comfortable "cubby" that you can start working from at your leisure. Unless you really cleared out an area in this map you best keep moving, because something will shoot at you from somewhere and when you get hit hard anywhere down the line it's probably gonna hurt a lot in the long run. But don't be fooled into thinking you're simply going to carve out some space where you like and it'll just stay that way, that's not how this map is going to play.   If you plan on beating this map on UV, you're gonna have to do some very careful planning in order to not get blasted from seemingly out of nowhere at the most inopportune moments and have enough resources left to deal with the final wave of flyers in a "safe" fashion, relatively speaking. Situational awareness at all times, and a proper route is key here.   This was a tough nut to crack, but I had a good time with it. If you're anything like me, and you like to play maps you need to sink your teeth into, this little gem here is well worth downloading.
    • By Agent6 · Posted
      So here goes yet another wad, still played through GZDoom's Software render like everything I played before.   What do I think? Well, compared to the other Doom wads I've played until now I must say that this was honestly the most fun and exciting of all of them. The levels have a great layout and good enemy placement. Although some maps, especially towards the end, appear to go full b*llshit with the enemy count at first sight they are still really fun to play, quite unexpected to be honest since the difficult parts in the previous wads I played had the tendency to be really frustrating and often unfun, but somehow that's not the case here.   Most levels don't rely on a large variety of textures but they're still pretty beautiful, and none of them drag on or are longer than they really should be, with easy to find secrets, some of them being out in plain sight and very easily accessible, which is a bit questionable indeed, and the most difficult levels seem to typically take place in red, hellish, cavernous areas. There aren't any maps that I dislike, probably because the gameplay is solid all the time, and they give you just enough resources, no war of attrition to be found here. My favorite level is definitely going to be MAP11 Sneak Peak, I've seen maps and areas that make punching fun and satisfying, but so far none did it better than this one, just pure joy to be found here, and the best part? Enough resources so the game doesn't descend into madness territory, or perhaps it does, in mad fun if you know what I mean. I must also admit, I did not expect to run into slaughter levels at all, but they were pretty nice and not insanely cruel, yet this stuff is way beyond my league. I managed to finish them after a number of failed attempts, but I'll likely not get serious about playing slaughter wads in the future, it's just neither my thing nor is it for me and my skill level. No shame in admitting this.   My only gripe would be with the last map. And I thought post-MAP24 levels in Memento Mori 2 were annoying with their enemy counts, but since this one is a slaughter level as well just like the few ones that came before, and unlike the typical Icon of Sin kind of final maps, it's full of waves of Revenants, Cyberdemons, Barons, and other strong enemies, a really, really difficult and tricky map which can be confusing and frustrating at times, but it doesn't mock you with giving you few power ups and ammo and lets you die in agony afterwards. I'm just so damn glad to be done with it, I don't want to ever see something like this before me again, the horrors of hell will haunt my dreams forever. I also think that forced pistol starting levels wasn't a bad idea at all but rather an interesting concept, with great balance, and definitely much better than creating maps with crap encounters, tons of traps which often force you to take damage, scarce resources, and so on just to provide an artificial challenge to the player. They can be a bit difficult, but you only need to be careful, and fast sometimes, they're very far from insane or unfair. The timed level Run from It was just as interesting, but I had to Google a little after I died a few times because I couldn't understand what's going on in this map and why I keep dying out of the blue.   The music is also fantastic, the midis playing on MAP19 3000 AD and MAP20 The Starport being my favorite of all. Bit of a shame that it doesn't feature a complete replacement of the vanilla Doom music though. Other than this, and to sum things up, this wad should definitely be considered a classic from my point of view, it's a fine candidate to the title, damn fun and solid, I loved it.