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Bastard

   (6 reviews)
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About This File

My second set of levels. Contains several traps and powerful monster as well as a MAZE of TORCHES, a couple of TREES, and a raise platform maze surrounded with poison. Most of the mazes are on the second level. The last level is the window level...It contains many windows so any monster can fire upon you. The first level just contains a pyramid exit. I recommend you play networked because one player mode is quite hard. Note: Some of the traps will make you think I am a bastard hence the name. None of the will kill you without a chance.


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NuMetalManiak

  
what the fuck, design all over the place, placement of enemies is pretty bad too. MAP01 was ugly, MAP02 had trollish moments and MAP03 thankfully had some good action at the beginning. music and sound replacements were bad too. play if you're real bored.

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Guest

  
Lots of work, but sadly way too much pointless architecture and gameplay. Even regarded as a 1996 wad, this is a good example how not to build levels. And the sounds are, sorry for the word, infantile. 1* for the effort only, which is a pity.

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lupinx-Kassman

  
Really awful looking levels that are oddly...relieving to play. It's lucky that it has funky music. That's my weak point.

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Guest

Unknown date

  
Three levels dated January 1996; thirteen years old to the day as I write these words. Map01 is useless, an undetailed 1994-era techbase. Map02 is useless too. Map03 is much better; it still reeks of 1994, and it's very crude, BUT the gameplay is pretty hectic and fun, with a nice multi-stage red key battle. But by heck the sound replacement is bad (a loud woman shouts "I GOT IT!" when you pick something up).

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Unknown date

  
The aesthetics of these levels are lame but, more importantly, they are relatively fun stuff. Level 1 is simplistic but straightforward and quick to play, with a good item versus monsters ratio. Level 2 is more elaborate but also protracts itself a bit with its trickier areas (crushers, torch maze, ledge walk, catwalk maze, tree maze) which at least are short or have cues. Level 3 is the toughest and siege-like (you start trapped in the middle) but shorter and a bit boxed in. ~Chain Mail [2/5] (02/2009)

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  • File Reviews

    • By leodoom85 · Posted
      Another solid mapset that captures the PSX version feel perfectly. Maps comes in all flavors, from techbases and urban areas to the menacing void and, of course, HELL and also has some unexpected secrets which you might play it to see. Of course, I absolutely love the PSX version of Doom and this one is no exception. Gameplay speaking, it's pretty balanced and thought out nicely...with ambushes, good monster placement and really nasty traps which you must avoid it at all costs. One thing that will help you a lot is the addition of a new weapon...seriously, that thing is powerful...check it out and try. Maps have a nice look that helps you to be inmersed in the atmosphere and coupled with the music, it's much better.   Great recommendation, give it a try and you'll have a fun time.
    • By leodoom85 · Posted
      Since I tested the map, I can say that playing it again it still surprises me the amount of effort and detail of the gameplay used, like a lot of portals, clever effects like the one used before you pick up the yellow key saying nope and many nice references including a special secret. Gameplay itself for combat is pretty straightforward with some nasty stuff for you in the Nightmare difficulty. Try that out by all means. Really solid stuff which I totally recommend you folks and play it.
    • By elend · Posted
      When first reading this wad's description I thought this will be a 1994 style map, where someone just tried to recreate his office building to shoot up his colleages. Boy, was I wrong!   Going Down emerged as one of my favourite megawads so far, with its very clever use of small to medium map space and interesting gameplay mechanics in every single map. The first couple of maps start innocent enough, but soon you will find yourself navigating literal crawl spaces, thinking about use of space and / or slight puzzle mechanics just before being thrown into hell itself and fighting for your life. Going Down is designed as a literal descent into hell, which was the most beautifully realized aspect of it. How every map slightly changes into a more and more hellish theme is just great, great design work. Even though the later maps delve into slaughter territory I must admit that I still quite enjoyed it. Actually this was the first time I enjoyed being slaugthered and figuring out how to approach the map.   Going Down is simply an amazing piece of work, oozing quality from start to finish and rewarding the player with incredible elevator music inbetween. A must play.
    • By Rosh Fragger · Posted
      Such a wonderful creation! I really wish there were some more maps so this could make it into ZDaemon Thursday Night Survival (TNS) someday...
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