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DAMNED.WAD

   (4 reviews)
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Well, it's my first pwad


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Meril

  

Standard old "first map". Angular corridors, awfull texturing, flat not alligned to grid, not unpegged lifts... In pit with blue key you must to use noclip, becouse of authors mistake in making a lift. How it's possible he didn't notice it and published wad?!

I can find only few adventages: Music (Low quality Nirvana - Rape me), no shitloads of powerups nor enemies. And he tried. but failed :D

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Unknown date

  
This map is very poorly designed (room after ugly room with brain-dead texturing, and the usual newbie things, e.g. stuck monsters), except for a fun trap towards the end. There's also a major progression flaw here, which makes this almost impossible to complete without the noclip cheat. You won't get out of the blue key pit unless you manage to avoid triggering the last linedef at the stairs. --1/5

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Unknown date

  
This is a "my first level" from 1995, and is exactly as you would expect; a lot of angular mono-textured rooms with monsters scattered about, textures misaligned. As the previous reviewer points out, you can't finish it without cheating; there's a switch in the blue key pit that is supposed to raise a lift to let you out, but due to incompetence it doesn't work, so you get unavoidably stuck. The rest of the level doesn't get much better.

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  • File Reviews

    • By erzboesewicht · Posted
      Really good puzzle map in a big dark metal/stone building. It catches the atmosphere of Bob Evans' Eternal Doom stuff, and I think there are even some homages to some other Eternal Doom maps as well (for example, the big two-layered outdoor area looks a bit like the "amusement park" in MAP26).   In my experience the puzzles were a bit easier than in "Silures" or "Excalibur", but it's possible that having played a lot of puzzle map stuff since I played Eternal Doom, having played through the whole canon of Bob Evans and Jim Flynn, and liking to search for Doom secrets in every map has made me recognize certain tropes better. The puzzles I liked most were (the spoilers only give minor hints):
          Gameplay is good too, at the start ammo is scarce so the chainsaw and berserk are your friend, and midtiers say hello from the start on, but hitscanners are the biggest threat. Rockets should be saved for archviles until you find the first larger cache.   9,5/10
    • By Somniac · Posted
      Fun, challenging set of maps that looks much better than you might expect for the time it was made. These maps will still slap you around a bit on HMP if you're not staying sharp. The author is fond of Chaingunner ambushes which keep you on your toes. I didn't find the SSG until around MAP05, which was cool, I like when its not given out too early. Pistol-starting the last two maps is pretty tough, but doable.   The map designs do a really good job of letting the player see crucial areas from different angles through progression and the layouts are really tidy overall, and feel a bit more modern than a lot of other 94/95 maps I've played. There are some really nice large-scale vistas (like the start of MAP06), nice uses of verticality and a good mixture of tight and more open combat.   Recommended!
    • By Darman Macray · Posted
      Spectacular visuals and engaging combat make this an absolute must play. There's a puzzle with a "Shoot the thing" answer that kind of comes out of left field and can be an easy place to get stuck if you're not on your toes, but that hardly stops the map from being a thrilling masterpiece.
    • By Darman Macray · Posted
      E3M9's refrain of back-tracking to a church for keys is a little tedious, and there are a few moments where things can become a frustrating key/switch hunt as you figure out what to do next, but aside from that, this an intense and rewarding adventure with beautiful lighting and architecture.
    • By JKWAD · Posted
      This actually Reminds of Me Epic 2
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