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Fucking Hostile Psychoholic Slosh

   (10 reviews)
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6 new and very hard (but fair) levels for Doom2 that took me months to plan out and create. These levels are as fine tuned and detailed as the real Doom2 levels but are recomended for above average players only. Sorry, but not created for deathmatch or cooperative. SAVE OFTEN OR DIE!!!


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yuakuru

·

  

It's (apparently) what people (probably) playing keyboard-only in 1995 considered hard, so not very

Still good for the period, even if you're stuck with the normal shotgun for most of it

Big ups Peter Schiecke for doxxing his address btw

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Yumheart

  

As someone who has played about three 90s custom wads in their lifetime, I feel confident in calling this one my favorite so far. Cool, straightforward layouts with a lot of verticality, lots of hitscanners to shoot and decent, Doom 2-esque visuals. Maps are generally of small size, which makes for a fun and tense playthrough in combination with the tight health / ammo-balance, making individual maps feel like little puzzles where death isn't a huge punishment.
Mid and high-tier demons are used pretty terribly a lot of the time since you're stuck with the shotgun and chaingun for the first couple of maps, though I liked the two hellknights that you had to squeeze past at the end of map02 (kinda wish there was a RL behind them to reward the player). Overall, a good set that feels ahead of it's time.

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Somniac

  

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!

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vdgg

  

Excellent design for 1995. A bit more generic than MM, the author loves metal textures and double chaingunner traps, but nevertheless, it was a blast

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Philnemba

·

  

Pretty good fun mapset from July 13, 1995 with good architecture and surprising challenging gameplay using primarily Shotgun guys, Imps & Chaingunners. My only nickpicks about this is that the last 3 maps aren't pistol friendly and the amount of Chaingunner traps may put off some players but they are very predictable.

 

I would definitely recommend this especially for vanilla purists ;) 

 

Oh and the name title is great XD   

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Guest

Unknown date

  
chaingunner rape and hordes of imps do not make for good gameplay.3/5

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Guest

Unknown date

  
ment for the more skilled doomers (by skilled i mean can kill 50 imps all at wonce with a shotgun) if you consider yourself a vetrin goahead and try it but if not skip it... 3/5

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Guest

Unknown date

  
good chalinging levels

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Guest

Unknown date

  
Good old-fashioned fun! While texturing is inconsistent and the architecture is oddly angular, the gameplay is good with excellent monster placement and good ammo balance.

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Guest

Unknown date

  
Great name. The maps are pretty good too. The layout etc is simple, but the gameplay is solid. There's a limited monster palette: mostly former humans, plus imps. There's a chaingunner trap that is overused, and there are too many hit-switch, run-to-door puzzles. The levels start to get really good at Map03. If you only play one, play Map04. Surprisingly hard for 1995 maps; and you only get the little shotgun. Map06 best, but you can't pistol start.

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  • File Reviews

    • By Zerofuchs · Posted
      Great WAD, solidly nails that fantasy castle crawling feeling, not too rough on the player nor overly stingy/generous on supplies, encourages good use of items, plenty of navigation and switch puzzles as is apt for Heretic, but also lets loose with a little slaughter.   Some areas could use slightly brighter lighting, and sometimes the next switch or door isn't signalled too well, but overall a fun and feisty fantasy fight fest.
    • By Darman Macray · Posted
      These levels are short, sweet, and pack a lot of punch. Complete with a humorous end-text-screen containing a healthy dose of silly shock-humor, this is a masterful triumph of Heretic map-making, and most certainly a must-play wad.
    • By Walter confetti · Posted
      A really frantic and fun DM map with pretty neat stuff like invisible pillar in the middle of the arena, doesn't have anything to do with the title but the level can become a BFG spamming fest soon, especially with bots. Less fun in SP but the arch-ville+bunch of nazi combo is a nice feat.
    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.   EDIT: Just discovered this is a ideally a DM wad… haha, for that purpose, it seems good. My original rating was 2/5, will change it now.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
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