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ACME Custard Pie Lancher

   (3 reviews)
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About This File

Yes folks, the all new ACME Custard Pie Launcher is a marvel of modern technology. Capable of firing Custard pies at high velocity and deady accuracy at friend and foe alike, the ACME Custard Pie Launcher is a must for every Doomer's arsenal. Smother enemies in custard, or, if you miss, have them helpless with the giggles. The ACME Custard Pie Launcher features an Anti-recoil firing mechanism; lightweight carbon-fiber-titanium-aluminium body, Infra-red sighting (Helmet and visor not included) and non-automatic target aquisition.

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The sprites are huge and look weird. Comes with DMGRAPH, as opposed to deusf or dmadds.

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Yuki Senmatsu

Unknown date

Yay, more do it yourselves. Ah, 94 wads.

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Unknown date

This is one of the few wads that really makes me go WTF?

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  • File Reviews

    • By steven? · Posted
      10 out of 10. Better than Viva Pinata. Helped me become a better person. Greatest self-help Doom 2 mega-wad ever created.
    • By valkiriforce · Posted
      I'll admit to being indecisive with how to rank this experience, despite going in expecting to take it slow with the first map opening up with no action and just letting myself get pulled into the atmosphere. The music is pretty cool and sets the mood in places - I particularly liked destroying what seemed to be some kind of device which led to the next map blaring an alarm as I scrambled around the place. It's got some nice moments that carry the action a little better but loses momentum with the frequency in maps that contain lots of halls, doors and enemies packed in a rather square-looking interior. Being a lover of old-school vanilla wads, I did have trouble committing myself by the time I reached the third map. The good points weren't enough to outweigh the negatives for me, but there's always a chance someone can appreciate what they were trying to accomplish for the time it was released.
    • By valkiriforce · Posted
      Xenomorph Base has some cool moments and nice details to it, though I did feel in some places it either felt unpolished or wasn't as engaging as I'd hoped it would be. It's got a nice introduction to the action and starts to pick up much better with the second and third maps, however it seemed to drop in quality by that point, though I did enjoy the last map even if it felt a little shorter than expected. It does feel like something that could have used more work in places but as it stands it's an okay enough romp to blaze through.
    • By NuMetalManiak · Posted
      for the fifth iteration of dwspd, the theme was build a co-op map in an outdoor environment. co-op isn't what it used to be, that's for sure, and if you're looking to play these maps in singleplayer, well you'll be prepared to noclip most of the time. only a few of the maps can be fully completable in singleplayer, others will rely on switches that will open faraway doors that you'll never ever reach in-game. combat of course is scaled to be much more difficult as it ought to be for a co-op map. I can see MAP01 and MAP05 being SP-compatible, and the same for MAP11 and MAP09 despite the slaughter settings and the switch that's so far away, but the others need at least two players. skip MAP04, this is a throwaway map with no exit. why is there not one, but two E1M8's? both are pretty average though, as is most of the set except MAP04 and Pablo's E1M8 which just fails the theme.   there's not a whole lot of co-op only levelsets and this speedmap set sure isn't the best thing you can find.