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Nine Inch Nails

   (5 reviews)
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This is my first stab at a serious doom


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geo

  

A punch to the nostalgia. A 1995 .wad of a band that some can argue hit its peak in 1994 - 1995. There's just something about Nine Inch Nails and Doom that go well together that makes me surprised there weren't more of these fan creations. It was great to go back and play through something I enjoyed so much from 20 years ago, so take this review with a grain of salt or a swig of booze.

 

As a level, its a shuttle run, long narrow hallways that zig zag while spelling out NIN and Pretty Hate Machine on the floor. Enemies are lined up for you to easily shoot. There are a few major rooms, that you'll need to grab keys from before running back through the hallways. It needed shortcuts or extra enemies that spawn in or walls that seal you in and force you on other paths.

 

The map in general offers so much health, ammo and armor that its a cake walk, giving you time to fully experience all the memorabilia on the walls. If you're one who likes good or aligned textures, avert your eyes, because its wall to wall photos of Trent Reznor and album covers. By wall to wall, I mean its literally every texture is Nine Inch Nails with the exception of marble textures.

 

There's a diverse array of colors here, the bright Broken album rooms, the dark NIN texture rooms and the yellow Downward Spiral rooms. The level makes interesting use of heights, there's a tower in the NIN texture room, stairs throughout bigger rooms and hallways and even some ham fisted trap with a map that has a blunt warning on the wall that you need baby steps.

 

It has one of the better midi renditions of Closer, but at around hearing it for the third time on my 17 minute play through, I had heard it enough.

 

If you're into Nine Inch Nails or big, colorful worship .wads this is for you. If it didn't have the Nine Inch Nails theme it might be a bit drab to play.

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dg93

  
Sloppy map editing and use of textures, but kinda fun to play. 3/5 for effort

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Guest

Unknown date

  
This is dated December 1994. It comes from the heyday of pretend adult rock band Nine Inch Nails. The wall textures are replaced with awful NIN graphics that don't tile properly. The gameplay involves running to the far end of the level to pick up a key, then running back to pick up another key, then running back to flick a switch, then running back to pick up a third key, then running back to the end. It's tedious.

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  • File Reviews

    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • 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.  
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