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Obituary 1.1, updated version

   (64 reviews)
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19 levels, 3 new enemies, weapon patch


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Meril

·

  

Very good. New textures, new weapons, new enemies. Design and architecture is very well made. But this pack is broken, I repaired it in Slade. Rocket zombie is dumb idea, but I like it. It is really funny when they kill themselves. But monster placement is pain in the ass. So many hitscanners! Flamethrower is OP, but kinda balanced thanks to short range. 2 times I needed to use level editor to find how to progress, and few times I get stucked because of using S1/W1 trigger lines. Anyway, I spend a lot of great time with this wad.

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Nems

  

I wasn't a fan of this, to be honest. The DeHacked work felt unnecessary and the frequency of tight-quartered, claustrophobic levels made it a chore for me to play through to the end. Your mileage may vary, of course.

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Dynamo

  
As one of the first megawads released for Doom 2, obituary feels a bit more dated compared to Memento Mori, but nonetheless it is still very fun and (surprisingly) hard as nails at times. The level design is very creative and the wad becomes only more interesting the more you play through it, with a lot of interesting traps and designs. I played this both in single player on ZDoom and in co-op and it was well worth it. You can't beat classic doom, can you? 4/5

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Guest

Unknown date

  
TiC were really the grandmasters, i mean can you imagine this being from 1995??? Oh, and they also did NewWadTool.

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Guest

Unknown date

  
Great level design (1995!), good for common gaming. But not good for speedrunning - some levels have balance & layout problems. 4/5 PS "Bazooka man" is stupid, disbalanced idea, but so funny hear that "splashing" :)

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Guest

Unknown date

  
Work of masters! ***** /hth

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Guest

Unknown date

  
Epic titlepic, the maps are average though.

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Guest

Unknown date

  
it´s fucking perfect!!!!!!!

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Guest

Unknown date

  
I don't believe this WAD has only 34 votes and just a few reviews (March 2010). It was revolutionary, easily the best of 1995. Additional monsters: super imps: good idea, bazooka men: funny but too dangerous, "hitech guys": WTF? Many outstanding maps (4,9,13...) The commentator above didn't install the thing properly. Look at http://www.doomworld .com/vb/wads-mods/39 095-obituary-problem / 4/5 stars, vdgg.

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Guest

Unknown date

  
5/5 - Ingenious layouts, gameplay-changing monsters, and some brutally difficult spots. The weapon changes are nice, but not essential. It may not have the cohesion of some level sets but I find the gameplay to be superb and well worth taking the time to get it working. - KMX E XII

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Guest

Unknown date

  
Level 01: Entrance Level 02: The Cataract Level 03: Chambers of Confusion Level 04: The Church Level 05: The Hidden Below Level 06: Reactor Level 07: Slaughter Until Death Level 08: Observation Station Level 09: Nuclear Research Base Level 10: The Stand Level 11: Incubator of Chaos Level 12: Biochemical Factory Level 13: Pandemonium II Level 14: Halls of the Requiem Level 15: Castle of Damnation Level 16: Conclusion Level 31: Divine Inferno

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Guest

Unknown date

  
Is there a ZDoom compatible version of this? The Dehacked files won't work :/

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Guest

Unknown date

  
This is freaking broken. The first goddamn level has a line of hellknights that you can't even get past with the super-limited ammo you have.

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Guest

Unknown date

  
Great wad.

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Guest

Unknown date

  
cool wad i liked it alot i thought the title page was pretty cool but i think the rocket trooper idea was also in that awsomeweapons&monste r.wad for doom 2 but still a cool selection of levels and i liked the level with the cyber demon in the middle ofthe room with the pentagram over head was a cool fight 4/5!

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Guest

Unknown date

  
Sadly this is one of only two wads (the other being Trooper's Playground) that I cannot get to work properly with any port. But it was one of (if not the) best release of its time.

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Guest

Unknown date

  
good

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Guest

Unknown date

  
I enjoyed it; there are quite a few frustrating traps, but besides that it was enjoyable. ~vf

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Guest

Unknown date

  
There is a patch for modern OS here: http://users.otenet. gr/~velktron/Doom/ob ticfix.zip

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Guest

Unknown date

  
This might deserve 5 stars if only it weren't for the weapons being hilariously off-center. The kick sprite was awesome, if not a little mspainty. The levels leave a little to be desired. Overall it is well-deserving of its 4 star rating, but it could do with 4.5.

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Guest

Unknown date

  
Is this even possible to play? There's no executable to 'install' the thing (I just use zdoom, which shouldn't be a problem unless I'm missing something big), and the first level is impossible due to the huge line of hell knights. Are there really supposed to be that many of them? I've tried playing this a lot, and every time I quit after the first level.

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Guest

Unknown date

  
Pretty good. Has decent time to crate rating. Unless this didn't happen in the original doom, this wad suffers from switches that appear unreachable but are still able to be activated... --z34chris

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Guest

Unknown date

  
This megawad is excellent once you fix the broken graphics lumps and the dehacked patch. Yet as good as it was, I felt it was a little too cramped. It almost felt like a Doom 1 wad with Doom 2 features. Oh well. 4/5

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Guest

Unknown date

  
above average!

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Guest

Unknown date

  
"This is freaking broken. The first goddamn level has a line of hellknights that you can't even get past with the super-limited ammo you have."Ever heard of running the f***ing .deh file that comes with it? Ohterwise nice work TiC 5/5-TheBraggle

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
    • By Zalewa · Posted
      If you want something that looks uncomplicated but fair looking, easy but not uninvolved, non-linear but small, somewhat blocky but still good architecture and very quick to beat without ever saving throughout all 9 maps then this is your WAD. I played it, I liked it. Design themes stray towards the original E4, but are not exactly the same.
    • By Copenhagen Bram · Posted
      This is the first non-Euclidean doom wad I've ever seen! And it's done right! That must've been some project. Well done.
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