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Cleimos 2

   (18 reviews)
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Too much plain geometry in design. Gameplay often falls into great boredom depths with all these up&down plats and labyrinths. Some relatively good levels don't worth a whole play through. Anyway I try it... and now I hate this thing.

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Really fun for its age! 4/5

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It is a bit of a mixed bag, mostly because of the first Cleimos levels being made for Doom II. Otherwise the newer levels (The Five, Stairway To Hell, etc.) are very cool and well designed. The mazes can be a bit tiring (MAP16 being the worst in this case) but overall the better quality maps are reason enough to hold on to this long lost gem. Also, the WAD file can be found elsewhere online like AtomicGamer and the like. ~Valkiriforce

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This was one of my favorite WADs way back. It has aged pretty well but isn't flawless. Some puzzles like the teleporter puzzle in level 25 can be annoying, but are never too difficult. The gimmick with the exploding barrels is dumb. It has a lot of variety in the maps, but the flow is questionable at times. It feels more like a compilation from a variety of authors. Also there is far too much ammo and is hardly ever challenging. An enjoyable megawad, but you can do better as well. 3.5/5

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While the repeat maps are a detriment, this wad is highly imaginative and captivating. Some of the puzzles can be annoyingly hard, but it is overall a very enjoyable wad. Don't let this classic pass you by! 4/5

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I must digress with what people are saying. While some things about it are good, many of the new levels include pretty annoying stuff like invisible automap line abuse, a teleporter maze and rising floors that make navigation a chore. It shows how the more classic WADs like MM or Requiem are considerably more fun to play through. Mapping skill is present, but the concepts of many maps fail: Too many mechanical gimmicks degrading the action. [2/5] ~Chain Mail (07/2011)

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This is one of the best pwads of '95. The levels start out amateurish but end up really great by the end. The Cleimos 1 levels should've been left out because half of them were crap. 4.5/5

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32 (26+4) level megawad from a becoming TNT member. Small scale maps but this is really good. The 2nd file of this wadset is in cleim20b.zip (3863)

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Unknown date

  
Technically impressive (considering for it's age), but gameplay fail too often into insane mazes, boring puzzles and strange layout solutions. Not comparable with classic megawads. ***

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Guest

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How am I supposed to play this? There's just a .000 file which doesn't work.

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Chex Warrior

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A classic megawad that's very much responsible for getting me back in Dooming. A couple of weird levels but for the most part they are very original and fun.

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A very good wad. The new levels look better than the originals (which are still reused here) and the vast majority of them are fun to play. The only real level that really annoyed me in gameplay is the one with all the identical areas and teleports; boring and comfusing. Otherwise this is good stuff, if no better than average on architecture (and the original Cleimos maps some bordering on ugly) but it's quite acceptable for 1995.

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I started playing this after completing CLEIM10, and I must say that the repeats just made me enjoy it more and play through them faster, and some oversights and errors present in CLEIM10 were corrected. Not much of adaptation to Doom 2 though, mostly feels like a Doom 1 WAD. Still worth a go. 4/5 -Maes

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It's great, but I have to subtract a point, because they re-used the levels from the original Cleimos among the new maps. They are good, but new levels in place of those would have been better. And the fact that the last 4 levels are really made for dm. So the SP really ends at map26.

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Overall this is great. Some very original gameplay ideas, especially puzzles, which can be frustratingly tricky to solve at times, and yet I enjoyed even the second to last level which is the hardest to figure out. Still, there are far too many normal walls that turn out to be doors etc. Even with some obvious flaws and some poor maps, this certainly is an early classic. Recommended. I couldn't get the wad extracted properly from these zips here btw, and was forced to find a proper wad file elsewhere.

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  • File Reviews

    • By Chipchase · Posted
      I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. There are wads where you die quicker (eg "Stupid Benchmark #1"), and wads with worse graphics( eg "Sand Chain").  TBH, after all the hype I was a bit disappointed, I was expecting worse LoL.  
    • By NuMetalManiak · Posted
      Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.   this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?   WRONG   while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.   it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
    • By Chipchase · Posted
      Pointless crap.  A small yard, empty except for a futuristic shotgun. No monsters and no exit. See my screenshot and you've seen it all.  
    • By Doomkid · Posted
      Classic funny little skin, still used in servers to this day so I think it deserves some love.   I like that the voice clip says “WHERE ARE A MY PANTS?”
    • By Chipchase · Posted
      More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.
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