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THE AWFUL MONASTERY

   (12 reviews)
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About This File

Welcome to THE AWFUL MONASTERY. This level is made intentionally for single player. At the beginning I wanted to make a multiplayer game-level but I have taken so much monsters in this level (e.g.: 110(!) Cacodemons at the final of the level in UV) and it's size is so big, that, when I added some more monsters, the programme did crash everytime (486 DX2-80 / 8MB). Nevertheless this level gives great fun in multiplayer mode. Deathmatch is possible, of course, but this level might be a little too big for this. Recommendation for rookies: Take skill 1! It's hot enough for you! I prefer skill 3. When I tested my wad, I had to save very often and I needed 1 hour to reach the exit.


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Guest

  
Very good map: large, difficult, manly!

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Guest

  
Early castle-type slaughtermap with a lot of traps. The read bricks style looks ugly, but add to the on points tense ambiance. Around 1995 mazes were popular, so this map also has one. Gameplay @ UV does offer some fights too hard for the casual DooMer, but die-hard SM fans would like. Has a bug which might cause ZDoom 2.7.1 finish the map after killing Johns head. Overall, rated as 1995 map: has some interesting scenes, and playing it gave some fun, so overall 3*.

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Memfis

  
Well... Not AWFUL but holy christ, what a level. It's a big red castle with lots of deadly traps and very very confusing progression. It's just so crazy I found it mentally exhausting. Quite epic for a late 1995 map but... oh my poor head... For playing in prboom-plus use the -blockmap parameter btw.

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Guest

Unknown date

  
In the beginning you must not save the game - it will crash. First kill some monsters, after that saving is possible.

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Guest

Unknown date

  
It's a killing floor styled map. A nice maze in it. Too many Cacodemons, and it uses in my opinion the worse music included in Doom 2. The level design however was better than what I expected from a map in 1995. Not too blocky, but still the rooms are square. SQUARE! ***

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Unknown date

  
This is dated November 1995. The name bugs me; it sounds too weak. It should be THE KILL FLOOR OF THE DEPRAVED HELL BEASTS OF SATAN'S MASTER. Still, for the period it's unusually large, with almost 250 baddies, although it's very mazey and feels like a slog, at least as far as I could play it; the map continually crashed v1.1.06 of GZDoom near the beginning. Obviously deeper magic from before the dawn of time is at work.

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Guest

Unknown date

  
This is my masterpiece. Try it only, if you have big eggs! ;o) Greez, Gereon.

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Unknown date

  
This level not only blows up normal Doom ][, but blows up Zdoom 2.0.63a... and at the very beginning, no less. Feh. Take this one back to the shop, Gereon.

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  • File Reviews

    • By Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened. The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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