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Woodcraft

   (3 reviews)
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A big exploration in a forest mixed with moutains.


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LadyMistDragon

  

One of Roofi's first released maps, this shows the signs of one who's been honing their craft for sometime. Roofi utilizes his penchant for minimalist texturing to create this series of caves and trees guaranteed to make your life a living hell. Fairly difficult, if the HR2 track written by Sam "Plagbolist" Woodman is any indication. Roofi is far more restrained in his sadism however, thank god, but there's still more than plenty of it to match. Ammo availability is a strange thing. Sometimes, there will be lots while at other times, there's hardly any. Case in point: the large open area towards the end where 4 Cyberdemons appear after hitting a nearby switch which opens a cave. I believe you're supposed to get the Manicubi located some distance in to infight with the Cyberdemons, but the thing is, 4 Cyberdemons almost guarantees crossfire. Roofi does provide a decent amount of supplies but he doesn't take care of you like he ends up doing in future projects like 180 Minutes Por Vivre. Still a strong map, but perhaps with just a slight touch of balance missing.

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Zalewa

  

Built from Doom 2 resources, this maps packs a surprising difficulty level. You may get caught off guard several times. Expect some Arch-Vile fights. While the visual design is simple, the areas feel distinctive, though quite cramped which further bumps up the difficulty.

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snapshot

·

  

Simple forest themed map, visually It's not mind blowing but the progression is alright for the most part and the encounters are balanced and fair, except for the Final area with the telporting arch-vile, died twice there because the map didn't let me adapt to the situation, you just can't expect which pillar is he going to teleport to and the monsters blocking your way prevent you from taking cover before the archvile attacks you, but other than that It's a solid and fun map.

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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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