Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

PUNISHER.WAD

   (40 reviews)
Sign in to follow this  

Guest

About This File

A rehashed MAP01 - but with more monsters than you can shake a BFG at.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Spie812

  

Dario Casali's take on his brother's famous Go 2 It. Overall, I feel like although this is a decent take on the idea, Go 2 It is still a far better level.

 

The two levels are very similar, being based on expanded versions of Doom 2's Map01, but with lots more monsters. Generally speaking Punisher has the tougher monsters. Compared to Go 2 It, Punisher has more enemies, more cyberdemons, more masterminds, lots of chaingunners, and a legitimately problematic amount of pain elementals. However, even with the extra firepower, I feel like Punisher doesn't quite meet the difficulty of its counterpart. Go 2 It has a lot of homogenous crowds, meaning infighting can be troublesome at times. Punisher, on the other hand, is so varied that everything basically starts fighting immediately, making the large crowds pretty easy as long as you know what you're doing.

 

In the looks department, Punisher is also worse than its counterpart. Naturally, being a Doom 2 map, there are no fancy Plutonia textures to be found. This means that Dario instead had to fall back on Doom 2's rather bland brown brick and stone textures. Monster and item placement are scattered everywhere without much organization, making a lot of areas look messy. It's not a very aesthetically pleasing map, but it gets the job done (and the gameplay is the focus anyway.)

 

Is Punisher a bad map? No, certainly not.
Is it worth playing? If you like this kind of map, absolutely!
Does it hold up very well? Unfortunately, not really much at all.

Share this review


Link to review
everennui

  
There's no order to this. For a map with an average 4 star rating, I'd expect this to be more than just a an e1m1 clone. There was good encounters, but overall it just feels like an excuse to stick as many monsters in as you can. For a while I thought it may be beatable. Maybe?

Share this review


Link to review
Outrageous Videos

  
Awesome map but pretty easy though

Share this review


Link to review
Guest

  
Monster placements feel a bit mindless in some areas. Detail is a bit rough in areas, too. Not too bad, but I recommend playing Plutonia's "Go 2 It" instead.

Share this review


Link to review
Cynical

Unknown date

  
There's no denying that Punisher was influential as hell; before that wad, no one had ever made a "hordes of monsters with Viles and Cybs every three feet" map that was actually playable. But holy hell, is it hilarious to look back on these days. Most of the map consists of shooting at enemies that can't fight back because of lulzy monster-block lines, and the rest is simply BFGing whatever is in front of you. 5 Stars as a historical document.

Share this review


Link to review
Guest

Unknown date

  
Hahaha, that's pretty retarded idea, rework standard Doom map by adding shitloads of monsters and add some place for them. So why I'm playing it instead of doing my very-important-work? . 5/5 for being mindlessly hardkoar, it reveals some kind of nerdish bloodlust -- Brun Ohn

Share this review


Link to review
Guest

Unknown date

  
The above reviewer is a retard for being into "originality". So what if the map isn't original, just so long as it's fun.

Share this review


Link to review
Guest

Unknown date

  
Awesomeness-in-a-sti ck 5/5 ~Dark_Zero

Share this review


Link to review
Guest

Unknown date

  
this map is pretty much a primitive version of plutonia map32... look how the rooms are organised and connected.

Share this review


Link to review
Guest

Unknown date

  
Pure inspiration and awesomeness. 5/5 - Siggi

Share this review


Link to review
Guest

Unknown date

  
This is dated August 1995. It's a concept level; a reworking of Map01, but with (initially) 601 baddies instead of 27. The same author refined the idea with Map32 of Plutonia ("Go 2 It"), and there was another , even more extreme reworking a few months ago, although I'm damned if I can remember the name. As a playable map it's great fun even today, although a bit redundant. I wasn't a fan of all the pain elementals, but that's personal taste.

Share this review


Link to review
Guest

Unknown date

  
As much as it could be amazing, it's just another nuts style level without the invincibilities.

Share this review


Link to review
Guest

Unknown date

  
a lame copy of plutonia map32.

Share this review


Link to review
Guest

Unknown date

  
^^ It was made by the same guy RETARD. 5/5

Share this review


Link to review
Guest

Unknown date

  
The date, the author. No further comments necessary. 5/5 - Belial

Share this review


Link to review
Guest

Unknown date

  
This wad is brutal, unforgiving, sadistic, and wrong in so many ways, Yet I can't stop playing it. ***** Cson

Share this review


Link to review
Guest

Unknown date

  
exceptional flow, very brutal map :]

Share this review


Link to review
Guest

Unknown date

  
I'm sorry but that's not original, nor is it any good. 0/5.

Share this review


Link to review
Guest

Unknown date

  
Its pretty insanely flooded with monsters, but the map reworking itself is very neat.

Share this review


Link to review
Guest

Unknown date

  
Punisher is so cool. I know that because I made a recording of it. :D Btw, the one who said it was a lame copy of plutonia map32. Uhm... Dario Casali was the one who made plutonia map32. Heh -Torn

Share this review


Link to review
Guest

Unknown date

  
Actually, Hovertank level 19 was the first slaughter-map :)

Share this review


Link to review
Guest

Unknown date

  
lol @ txt file - but whatev, it was '95

Share this review


Link to review
Guest

Unknown date

  
Insanely awesome. 5/5 -Lutrov71

Share this review


Link to review
Guest

Unknown date

  
This apparently came from those old days where some considered placing a silly amount of monsters in an unplayable map as cool. Well, nowadays we know better. At least most of us do. 1/5 for the effort because at that time DB2 did not exist yet. BTW @ ^ and ^2: know your history, this kind of slaughtermaps were already widely been published (BB, CD) early 1994.

Share this review


Link to review
Doomkid

Unknown date

  
Fun gorefest from the old days, and by the legendary D. Casali.

Share this review


Link to review
  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • 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.
×