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Non-stop DeathMatch

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About This File

This is a DeathMatch wad inspired by the GREAT "gore.wad", by an author unknown to me. The general idea of this wad is to maintain the adrenaline pressure of the players at a maximum rate all the time. You start out in a small niche, with your weapons right in front of you. Just run over 'em, out of the niche, and find your foes! There is NO BFG, Plasma Gun, health, armor, Invulnerablility or other annoying things to disturb you, so the game is stripped down to what it oughta be: Seek, find and KILL!!! There is also an optional way to play it: Remove the -nomonsters parameter (which usually should be present in a DM game to make it REAL fun!), and you'll find a Mancubus in the lowest part of the level, deep down in a dark pit. This is a great way of killing yourself when you're out of ammo, without getting a -FRAG! Remember though, that playing without monsters is more fair in a DoomGod vs. Greenie situation, since the DoomGod eventually will be stuck with nothing but the Chainsaw after wasting his ammo. Then even the Greenie can put the Shotgun to his head and blow his brains out, giving himself some self-esteem...until he's dead again! (OBS: Make sure you're playing Old Deathmatch, or else the weapons won't be there all the time!!!!)

HAVE FUN!!! (BOTH OF YOU...)


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  • File Reviews

    • By NuMetalManiak · Posted
      it should be obvious to those who are playing this that this is NOT another Doom 64 TC. it's recreating the levels of Doom 64 as Doom II levels, which is why you see other monsters and a few changes to layout as well.   i'm not gonna give this a good score though. but this may be because I just don't like Doom 64's levels in general. even when you cut out the atmosphere and enhance the gameplay and layout of the maps here there's still some bashful puzzles to solve and well, the levels are longer than they really are. my Doom 64 opinion of course.
    • By Gato606 · Posted
      Nicely done succesor of Plutonia
    • By Gato606 · Posted
      Overall is nice, but I'm not much into small maps crowded with monsters, other than that, looks like a decent megawad
    • By Gato606 · Posted
      Sorry, but can't give more stars to this megawad, it gets really tiresome to start like 6 times the same map with a different door each time and the and the innecesary overstuff of ammo and guns just kill the fun of Doom being about managing your resources.  It can be some kind of fun opening a terminal in GZDoom and setting SV_fastWeapons to 2
    • By Summer Deep · Posted
      Played on UV, continuous, GLBoom+   This is a very absorbing and well put together Episode 2 replacement. The difficulty is cranked up incrementally throughout, and towards the end becomes seriously challenging, though always fair. Map 7 is particularly memorable, with its 500 monsters and a big surprise in the blue key room, as is the hellish descending escalator in Map 9. The final level is absolute mayhem, with 9 Cyberdemons and a supporting cast of 300+ sidekicks, but with a properly worked out strategy it's beatable: you need to make good use of infighting, plus it helps to be on the lookout for a secret area that isn't all that secret....   Not sure that any game ever merits an absolute 5 star rating, which implies that no improvement is possible, but this is certainly approaching 95/100 territory.   Definitely looking forward to checking out ConC.E.R.Ned by the same author.
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