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REKKR

   (3 reviews)
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REKKR is a total conversion for Ultimate Doom v1.9


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P41R47

·

  

Amazing Total Conversion megawad!!!
Moody, atmospheric, challenging, breathtaking...

 

Just... WOW!

At first the game is really different to the Doom experience, soo different that you will have a rough time trying to understand the mechanics. Just like playing a completely new game for the very first time.

But when you finally understand the mechanics, the new weapons, and the possibilities, a marvelously detailed and vast world unfold to you very eyes.

It was a long time that a game made me feel real awe.

The sense of wonder of this maps are something unique.

This Total Conversion really make the unthinkeable and take it to eleven.

 

Thanks @Revae for this amazing total conversion.

Hope you can take this piece of art to the next level.

You deserve it!!!

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NuMetalManiak

  

well I haven't seen an Ultimate Doom TC in forever. REKKR provided a nice, simple storyline and gives players a treatment of things that make it an entirely different game, yet at the same token using the same kinds of gameplay akin to standard IWAD Doom.

 

there's certainly quite a lot of effort to doing the former, with several new enemies using extensive DeHacked work. the lost soul-esque eyeballs are weaker, but have resurrection abilities, while the cacodemon-like enemies spit three homing projectiles. the other flying pests to watch out for are the big Alien Controller-esque things who shoot strong green fireballs and spawn eyeballs when defeated as well as those fanged creatures that shoot small fireballs, since they actually come in two types, one of which is more durable, but both actually explode on death which is quite nasty for close range. there's turrets that don't move but never stop firing once they see you, along with eyeball spawners (only in E4). the bosses on E2 and E3 are quite fun to battle, with the E2 one being a lot like Heretic's D'sparil fight and the E3 one is also good. one thing to note is that the E2 boss has two mini-boss variants in later episodes, which could possibly throw players off when they try E3M1 for the first time. oh yes, and the Monty Python fucking rabbits, not gonna go into detail there.

 

one other major detail to note is that there's an entity in the map that is outside the boundaries, and it's some dummy that always shoots a hitscan towards the player. this thing is in its own sector away from the player but it's used in a way to showcase a new way to use shootable triggers, which is very neat. also the deal with the dogs that follow you is interesting in how to get to the secret levels in the game.

 

the weapons could be considered hit or miss in all honesty. the bow and arrow default weapon is a great starting weapon and reliable, although it naturally gets outclassed by the Slot 4 Soul Launcher. the steelshot is basically a slower SSG, and the Blessings of the Gods is quite overpowered and deserving of slot 7. the axe is also good and the three-punch combo as well. I'm not too keen on the slot 5 Rune Launcher because of it's short range, but it works well, while the slot 6 Holy Relic is honestly a lot more unreliable than I thought. it's a hitscan weapon, but it has windup time before and in between shots and just is awkward to use.

 

the maps, well this just so happens to be a community project. what can I say, loads of variety, short maps, medium maps, and long maps. the show-stealer is lupinx's E1M7, a gargantuan odyssey of a map that is both amazingly detailed and pretty hard to play through. E1 has most of the variety, with E1M3 and E1M7 being gargantuan, while E2 and E3 are mostly medium-sized to small-sized maps. the whole bonus episode is filled with gimmick maps, the first being somewhat of a puzzler with the rest being mostly small (I think E4M5 might actually be broken because I can't figure out the exit there)

 

a very ambitious and well done TC.

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wolfie3dfan

  

Nice maps for those who like to explore. Interesting creatures. I liked it very much. Had to play it in god mode though.

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  • File Reviews

    • By digithead100 · Posted
      Pretty long maps and there are some real stinkers in there like map 19. But overall, its fun even though it can get frustrating at times.
    • By joepallai · Posted
      A fun, non-linear base level somewhat on the easy side but still worth playing and has good replayability.  
    • By MuratMikal · Posted
      The only thing good about this set of maps are the encounters which are balanced. All the rest are horrible, noob designing with invisible pillars in all the maps, unavoidable damage without radsuits, keys required to progress in secret places, hidden teleport required to progress, everything bad in designing you can find in those maps. Be sure to avoid this, certainly one of worst set of maps I've ever played.
       
    • By Zolgia108 · Posted
      How could i miss this gem for all this time... This is going to inspire me so much, level design is fantastic, top level creativity and a nice challenge. Texture usage is perfect and new sprites and monsters fit in perfectly.   1000/5, easily one of the best megawads ever made! Thank you Skillsaw!!
    • By Hellektronic · Posted
      I'd have to say this is a pretty creative one for Doom 2, its hard with lots of enemies, kind of plays like a direct sequel to Doom 2 in a lot of ways. One thing I will say is that the puzzles are hard to figure out, and might take you awhile to solve (use your map). The music is fantastic though, you don't really miss the classic music, and it's engaging to gameplay.   I will say though, like Doom 2 or Plutonia, ultraviolence is pretty brutal and isn't for everyone. You will get swarmed by absurd amounts of monsters at times, and they'll give you a beating, but it's doable. I'd say the puzzles will snag you more than the monsters, level 2 is a real humdinger, lol.   But, it's a big improvement over wads like Perdition's Gate, the mapping style is pretty creative. I give it 5/5, just so people will try it out.
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