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   (5 reviews)
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About This File

This is my first PWAD. I dont know why I named it nocheat.wad. I would Like to have responess and your comments..this being my first PWAD. So please e-mail me and tell me what you think about it. Comments on lighting,monsters,weapons and bugs would be appreciated. Thank you and also this PWAD replaces level E2M1. This PWAD was built in DoomCad 4.3. There is hardly enough ammo for this PWAD, but you can do it with out the cheat codes.

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Unknown date

Let's see if I can do a review... Two cybers are behind the first door with a soulsphere, megasphere, inescapable ooze pit and hanging decorations that should have been commander keens. This level has a time to crate rating of 6 seconds. Other points of interest: two unused sidedefs, baron in cramped room, one bfg, imp in dark hall, several secret sectors, a tree, outdoor blinking sector, stairway that leads up from this sector looking like crap due to low sky ceiling. z34chris

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Unknown date

the lighting in this map is a good start, just out of place. try taking apart other maps and getting an idea of how to set up a good map. still needs a lot of work. remember, its not the size of your map that counts, it's quality. Im sure after you get the idea you can come out with some desent maps. jus dont give up. 1/5 -r_rr

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  • File Reviews

    • By tempdecal.wad · Posted
      It's bad because it's hard.
    • By StevenC21 · Posted
      Umm... this isnt Doom 64? Or even remotely related to it?   In addition, its a shitty wad. You are expected to fight 2 arch-viles with a pistol, and then a cyberdemon witha  chaingun in an enclosed space.
    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.