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Doom IV: Daisy's Revenge

   (13 reviews)
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About This File

"What the hell? What did they do to Daisy, my pet rabbit. Those bastards will pay for what they did to Daisy, they will," you cry out as you had just came out of Dys. You quickly teleported yourself to wherever they were at this time. And in this case, it's back to the deeper reaches of hell. You grinded your teeth and clenched your fist while you prepared to kick the living daylights out of hell itself.

This is the first in a series of D4x wads. Subsequent wads require previous wads.


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Guest

Unknown date

  
Do a better job next time. I see no daisies. I see that the production date was 1996, but this could be better. ~0/5

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Guest

Unknown date

  
All I can say is - That sucked!

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Guest

Unknown date

  
Seriously what did I just play? This has to be one of the ugliest maps I have laid eyes upon, the gameplay is bad and it looks like a 5 year old made it! Spider Mastermind and a Cyberdemon close to each other not that far in the map and you have got to basically run past most enemies to win due to lack of guns. The first rooms basically consist of boxes with the end game background plastered on them and not even aligned properly, Avoid this one! 0/5

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Doomkid

Unknown date

  
laughably bad.. even includes a .deh file that makes the guns spasticly fast.. avoid.

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Guest

Unknown date

  
Uh..

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Guest

Unknown date

  
The only way anybody could make a WAD this bad is if they're secretly a bored genius.

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Guest

Unknown date

  
This is awful, and feels like a parody rather than a straight level (perhaps it was). The design is typically angular, with clashing textures, it's hard to navigate without stepping on a bloody teleporter, the baddies are arranged with no skill, it's just horrible. The very beginning - you start in a box made out of the Doom end-game texture - reminds me of a similar trick from the old game MDK. Remember that? Lovely raytraced-looking software-only graphics? Your hero had a pointy head?

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Guest

Unknown date

  
And then I was like, "Hey, why don't I mercilessly slaughter the guy who made this?" And he was like, "hell yeah!"

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
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