BouT CirCLe CONStrUCTioNS! WhaT HappeN? ANy PRoBLEM?
I SaW 1.000 WaDs 4 DeaTMATCH aND just a 5% There were GooD 4 PLAy!
ThiS iS 4 PLAy via ModEN not 4 NET witH 8 PLaYeRS! I WaNNA MakE SoMETHinG
FuNNy no SoMEThiNG BorEd OR a MaZE iF I WaNNa BorED MySeLF,SLeeP anD BREaK
DOwN my CoMPuteR i PLaY The WoRST 3D GaME IùVe EveR PLaYeD: RiSe oF ThE
TRiaD!!! WoLFSTeiN iS MoST BeTTeR ThaN RoTT!
TRy to PLay the WAd in SiNGLE pLAyer :) The aim iT: There caN Be ONLy ONe
And THaT "OnE" iS U! So...FiGHt AGainST PuREviL FoRCeS! AnD Be PRePaRe 4
A HeLL WheRe oNLy ThE BraVESùLL SuRViVe!
ProBLeMS-> SLoW CPU .SLoW MaChiNE. SLoW RaM .SLoW Everythinù :?
WeLL,What R U Waitinù 4? CHritCXMaXXX! R u wAiTinù 4 QuaKE? U NeeD SomEThinG
Better than a 386DX40 >;D
SLoW HaNDS? U CAn'T KiLL EveRYMONSteR? U R A loser-man a poor IMP a real
MicroSCopiCuS MoLEcuLuS...so pLeaSE tell your mother to GiVE u KeLLoGS!
A MoTheR? PLEaSE TeLL YoUR MuM To Be QuiET! oR KiLL Her >;D
þ> AbOuT SEXXX.WAD -> ThiS iS A ReaL ProJEcT 4 QuaKE...
IT WaS BeeinG 4 DooM ][...but I saw the ALPha of QuaKE and IùVe ChaNGeD
my MiND...No more WADs 4 single player!! Iùm gonna wait 4 QuaKE I Have to
wait4 QuaKE! iTS gonna be the 1st real 3D...What Bout NuKE DuKEm 3D? jojojo
KiddiNù? good effects! good SpeeCH! good DuKeMActh! But ainT DooM! no play
inside.Enemies R DiffiCuLT and they R StupidS! Sorry boyS I PRefeR iD!
DarK FOrCeS? CooL GaME reaL GooD! but JusT 4 StaR WaRS,no SeX,no VioLeNCe
BuT GreaT! no DeaTHMaTCH ThaT's a PRoBLeM!
SysTeM ShoCK! AMaZiNg! 9.9 go 4 ORiGiN!
Done with these settings:
- GLBoom+ 220.127.116.11.
- 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.
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.
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.