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Slaughter Until Death

   (50 reviews)
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Slaughter Until Death, new episode


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JudgeDeadd

  

Cool mapset with good gameplay and imaginative challenges.

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Guest

  
I love this wad - I like to think of it as Thy Flesh Consumed done '94 style - played through this wad many times (and will again) as opposed to Thy Flesh... which I played through once when it was first released, most likely never will again.

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NuMetalManiak

  
94 mapset with many monsters, misaligned textures, and good gameplay. I really hated E2M7 though.

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Guest

  
Rated as a medio-1994 mapset: the way DooM 1 was meant to be. Definitely. For those days very good map layout, sober but working texture use without irritating misalignments, good ambiance, and excellent, well-balanced gameplay @ UV. In terms of fun, the gameplay of this 20 years old mapset ihmo surpasses many modern maps with try to impress above all with decoration and slaughtery gameplay. Not really legendary, but nearby, so solid 4* - very worth a play, despite that it looks outdated nowadays.

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Guest

  
I thought this was a very good episode in terms of level design, very classic with lots of monsters to fight. It's not quite a groundbreaking pioneer of Doom WADS, but then again - it wasn't meant to be. It was meant to be challenging... and it is. Not much of a gripe, but the music choice left a little to be desired from me... seemed awful Knee Deep in the Dead centric, when most of the maps were more of a Shores of Hell or Inferno style. Personal preference, I suppose. It's worth a play! -Amphedark

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Unknown date

  
4/5 - Some really fun traps in here, like E2M4's Imp crossfire room, and some neat bits of mapwork like the two-way crossroads in E2M5, and huge secret areas, like in E2M3. The beginning maps are all ammo, few baddies, but it balances out as it goes along. Favorite map is probably E2M6, just for the manic pistol start, also featured in HEROES.WAD with little (or no) modification as E2M7. I highly recommend it. - KMX E XII

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Unknown date

  
this levels may not be as complex for today's standards, just like 70s Led Zeppelin doesn't have the pumping sound of this MTV era. But sure they have something in common: artistic vision.

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Unknown date

  
Remember me Hell Revealed (i'm play it first) - hard many monsters. Really aka Hell Revealed for Doom1. 5/5

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Unknown date

  
This episode is amazing for its time. It aged better than the Serenity trilogy, for sure. The first half of the wad is just okay, but the latter half is classic. And while the architecture is bland by today's standards (great for 1994 though), the gameplay is still very fun. 4.5/5

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Unknown date

  
Well, this is truly a 5/5, as this was made in 1994 and is still playable in 2005. The gameplay, actually gives a solid challenge and there is some truly good architecture (there are even some stylish imported textures). This is, i think how the original episode 3 should have looked like if it was properly worked on.(i dislike the levels in the original ep 3 badly)

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Unknown date

  
Very good oldschool episode. Looks classic without being bland or ugly and plays very well.

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Unknown date

  
Like most decent 1994 stuff, outdated for today but still enjoyable.

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Unknown date

  
3.5/5 Agree with most of the negative reviews above. This is four maps' worth of ideas squeezed into nine maps. Detailing and challenge level are miles above the norm for 1994, but actually playing the whole wad becomes very tedious after a while.

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Unknown date

  
Well, this is probably say 3-star (maybe 3.5) or so material for today but I have to give it 5 as it is pretty much as good as designs got back in its time. Its one of few '94 wads that are actually worth playing.

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Unknown date

  
Not as good as teutic.wad, but still worth playing for classic DooM lovers and secret hunters. Fast/pistolstarts/no saves recommended for players with manly skillz.چه ;ار ستا ;ره

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Unknown date

  
i like the later levels but not really the first ones.

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Unknown date

  
The above two reviewers have it right. Detailing standards 15 years on may have improved, but the gameplay of these is definitely still there. Worth a play if you like some good classic stuff. Shame they don't allow modification, a 21st century re-vamp of this could really go down well. 4/5

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Unknown date

  
Not bad. The final battle is fun.

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Unknown date

  
An excellent 1994 episode I remember playing back in the late 90's. -PC

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Unknown date

  
Okay. Not great. Worth it if you're bored, I'd
say.

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Unknown date

  
slightly above average in 1994, not impresive in 2006 2.5/5

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Unknown date

  
I love episode replacments, just wish there were more like this. 4/5 -Zane

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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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