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K9.WAD

   (11 reviews)
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About This File

With my fertile imagination I failed to come up with an honest reason for this level. But have fun. Keith

Story typed by Dave.

In deepest, darkest Durham, deviously, dastardly, demonstrative, (etc.),demonic forces have found fertile ground amongst the disillusioned 'Populous'. :) You were sent in to break into the cult's HQ and rifle their computer system but guess what?? You've set off the alarm.:) Well, at least it can't be as bad as Hell...could it?


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Guest

  
Very nice for such an old level. The textures could use some fine tuning.

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Memfis

  
Pretty fun. Starts in an underwhelming cave but quickly becomes much better when you reach the outdoor area. Kinda challenging even with not that much ammo and health provided.

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Guest

  
Solid 1994 map. Large, varying layout, good ambiance. Gameplay is a well done mix of adventure, puzzles and traps. Overall: great job, and despite its age, even in 2015 worth a try @ UV.

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Sui Generis

  
This is an excellent map for May '94! A large, partly outdoors base with a good layout & looks, varied and interesting rooms/areas and interesting locations. It's well designed with good progression. Unlike most contemporary maps this isn't just a string of random rooms, it's a *place*, with interconnection, height & light variation and sensible (albeit imperfect) texturing. The whole thing feels more 'professional' than your average '94 wad. A forgotten classic.

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Doomkid

Unknown date

  
These are really well balanced maps, very unpolished but also awesome to play through. You will really feel nostalgic playing thesem

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Guest

Unknown date

  
Quite a good map from 94, I enjoyed this one a lot and can say that despite it's age, does not look too shabby and plays with a real sense of progression. I personally liked the area with the rising walkways over the acid pit below and felt that the room was made well. Also there are a variety of areas each with thier own style most of which fail to disappoint. This should be played by anyone who likes old-skool doom and does not care about the age of the map. 4/5

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Guest

Unknown date

  
An exceptionally old level, one of the first thirty or so levels in Doomworld's archive (given that a lot of these early entries are utilities and early versions of Doom itself). Technically it's old-fashioned, but it's amazingly good for something this old. It starts off poorly but picks up once it moves outside; it's big enough and varied enough to maintain interest, and has a couple of memorable bits. Reminds me of E1M2.

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  • File Reviews

    • 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.
    • 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.
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