Sharp Things

   (5 reviews)

Author

Xaser Acheron

About This File

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!

Credits

The #botb folks for being cool dudes

ShambleSides for accidentally introducing me to said compo and cool dudes

Lexus Alyus for the music

Ravage (rf`), Eriance, and NaturalTvventy for textures

Cage for da sky

Memfis, for playtesting n' feedback

A stupid thorn in my stupid shoe for inspiration

Base

I DID IT.

Build Time

A better portion of a day.

Editors Used

Doom Builder 2




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NaturalTvventy

  • 5
   2 of 2 members found this review helpful 2 / 2 members

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

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NuMetalManiak

  • 4
   1 of 2 members found this review helpful 1 / 2 members

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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Nems

  • 3
   1 of 2 members found this review helpful 1 / 2 members

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

  • 4
   0 of 4 members found this review helpful 0 / 4 members

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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Spectre01

  • 4
  

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

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  • File Reviews

    • By Nems · Posted
      This was not a fun experience for me.   I pretty much expect the Doomworld Megaprojects to be a mixed bag. While this one is no exception, what brings the score down to two stars instead of three is forcing pistol starts via a hub system. I tried to play by these rules until I hit map 19, where the bullshit became too much for me. I said "fuck it" and engaged IDGAF mode (read: I cheated) just to see what the rest of the maps were like. Many of these maps don't feel like they were balanced at all. Some of them I swear feel like they belong in a Slaughterfest project (nothing against slaughtermaps; I like them but to see this many in a Megaproject just seems off). A couple don't seem to work right at all. One (the last map) crashed my GZDoom executable.   Forcing players to play a certain way (i.e. forcing pistol starts) isn't going to make a lot of players enjoy the experience. Some players (like myself) will get tired of it, say "fuck it", and either cheat through the experience or go even farther and just edit out the crap we don't like in SLADE/Doom Builder so it will play the way we want to play it.   I don't know why an episodic system was used (i.e. an episode based on vanilla only maps, an episode based on limit removing only maps, etc.) instead of forcing pistol starts. That would have been a much better compromise, in my opinion.   It's a damn shame because there are some good maps in here that I think should have been released on their own. However, I have to rate this project as a whole package and as a whole package it was a miserable experience from start to finish. There was too much bullshit that overshadowed the few maps that were fun to play.
    • By trrobin · Posted
      Technically speaking - this is a work of art; however the gameplay is not as good as it could have been. Still it is quite surprising and interesting particularly with the cyber confrontation, but it's over so soon! An intriguing idea that should be expanded.
    • By trrobin · Posted
      Fantastic wad with some really impressive architecture that just keeps getting better with each level. Very challenging gameplay too, even on HMP! Recommended.
    • By Meril · Posted
      Incredible! Must play! Almost every texure, sprite and flat were replaced. Maps are really nice designed and detailed (for 1995). Ambient sound, sometimes phrases from the movie (i think, I've seen Alien long ago) Few types of aliens, great atmosphere, scarce ammo muliplies sense of threat.  what else to say? But there some bugs (sadly not only facehuggers, which doesn't hug)... I don't know if bugs come out from GZDoom, or I messed up but: Aliens which throw acid still has sound of imp, some railings are messed up and fly near the ceiling. Saddly there's no exit from final level (E2M8), because author used Alien which is Mastermind replacement, not cyberdemon. Secret level is SO BAD... It is punishment for nosiness. Map is large undetailed maze with ugly texturing. Moreover this is triggerhunt, you have to find a line which opens more of maze. Better don't find this shit. Overall, except secret level this is really great adventure, but not without a flaws. 4.5/5*
    • By Summer Deep · Posted
      Quite a decent and apparently well regarded early Doom map. Almost 300 enemies on UV, but not too difficult by today's standards. Visually okay, though a bit spartan with plenty of plain white walls etc. There's also a Doom 2 conversion of this (Redrum2.wad) which can be found on some of those 94/95 CD compilations, but it's somewhat disappointing - no revenants, mancubuses or archviles, even on UV difficulty.