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About This File

Ever wonder where all of those soldiers you :have to kill come from? Well, your curiosity :got the best of you, and you decided to find out.

:Bad idea.

:On a visit to the Aubrey Penhew Military Academy, :you were horrified to learn that the entire campus -- faculty, staff, and students -- have been :taken over by those Nefarious Demons From Beyond :Space and Time. You were stripped of your gear, :smacked around, and made to watch twelve straight :hours of "Fantasy Island" re-runs.


:After enduring a half day of your one-time comrades :kneeling on their knees making "'da plane! 'da plane!" :jokes, you were ready saw off your ears with a butter :knife. Just as you were eyeying your plastic utensils, :the Sgt.-in-charge dashed in and announced that :the parade-in-review was about to start.

:You were unceremoniously thrown into a basement storage :room, your only company in the sudden solitude being :the pounding of your heart and the remembered sound of :Ricardo Montobaln spewing platitudes to the half-crazed :Tatoo.

:Around you, the once-dapper cadets could be heard :readying their soiled uniforms for a twisted :version of the weekly pass-in-review. You were about :to turn inward to try to decide if Tatoo and Mr. Rourke's :relationship was a mere working one or somehow something :more, when you realized that the griping of the cadets around :you had a decidedly dark tone to it. That alone was of little :surprise -- after all, they were possessed and all -- but :you'd been in the marines long enough to hear the truth behind :the growling, screeching, pea-soup-spitting words.

:The academy had a serious morale problem.

:Hope jolted your heart. You could use this knowledge. If only...

:That was when your hand touched the smooth barrel of the shotgun.

:You grinned evily. Now it was time to pay those bastards back. :You decided as you strode towards the door that, if there were :enough left alive, you'd make them watch "Starsky and Hutch"... :in German.

:With thoughts of Phillip Michael Glasier spouting :"Du! Kommen Sie hier!", you pressed the door and watched as it :started sliding upwards...

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It works, and it's a little boring. I spiced it up with Vanilla Brutal Doom and it's much morf fun with that. This wad comes with a sweet sound pack too! With killer clips from Beavis and Butthead to make sure your ears bleed within a couple minutes!

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Ever wondered what the "venetian blind crash" looks like in vanilla Doom? Here's your example WAD! The large outdoor area with the truckloads of pistol zombies can produce the effect fairly regularly. Ignoring that, it's basically just a lot of dull zombie spam that you mow down with ease. 1/5 -VV

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I thought this wad was pretty good for an oldschool Ultimate DooM map. It was easy to play with plenty of Shotgunners and Zombiemen to frag. You are faced with two Barons Of Hell when you get the Yellow Key. Overall, its not too bad. 4/5.-Candle M

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Dowload at your own risk

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ - 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.