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Sharp Things

   (6 reviews)

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Single map for Ultimate Doom.

Created for the first Battle of the Bits Doom compo. In this spectacular adventure, you must wage a one-man war against a thorn bush in your backyard that happens to accidentally contain a portal to spiky hell. Time to break out the metaphorical weed whacker!


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Argenteo

  

Fast plasma party Xaser sharp thorn inspired crimson spooky Ud map.

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Spectre01

  

Fun map with some great atmosphere and Plasma-oriented Doom 1 gameplay. 4/5

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NuMetalManiak

  

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.

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NaturalTvventy

  

Xaser mastery of the highest order, demonstrating his command of architecture, texturing, (sharp) angles, lighting, and mood.

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Nems

  

I'm usually a fan of Xaser's stuff but this isn't one of them. Maneuverability is my biggest complaint with this map. I don't think strafe running should be mandatory to reach anything (admittedly I'm an average player; when strafe running is mandatory for anything I just cheat and jump, like I did with getting to the red skull key). Getting to the exit was also an exercise in frustration and I just jumped my way from platform to platform to get to it after several tries at strafe running.

 

For other people, this is easily a solid 4-star or even 5-star map. For me though, it's a 3-star map.

 

Xaser is still a cool dude though. <3

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Zalewa

  

I like the constant action, the rough visual design with flesh theme, the eerily atmospheric music, the independent key sections. I didn't like this trypophobia texture crap.

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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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