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go to kill

   (14 reviews)
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About This File

1 level WAD. Excessive attention given to the appearence of the level (texture selection, alignment, lighting).

I use a P120 machine, so I imagine some areas may run slowly on a underpowered machine.


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Guest

  
quite good (for it's age)

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Zahid

  
Quite talented author Michael Krause all of his wads worth a go this is his early and most probably 2nd wad...this one has 3 themes metal,sewer and tech base...clusteric(lac k of moving space) and no-Armour made it hard....but overall awesome for its age.

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Unknown date

  
Unusually well-detailed architecture for a '96 level, with good atmosphere and lighting. There are several hot fights using mostly weaker monsters, but watch out for the revenants. Also, Michael uses a lot of SW2SATYR textures, most of which are not switches, so press them all. A fun ride on UV. --Steve Duff 8/21/2003

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Unknown date

  
Metal/sewer themed map with nice layout and monster placement. Good sense of progress and flow. Quite doable with fast monsters. 4*

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Unknown date

  
a vary good wad

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Unknown date

  
This is from November 1996. It's the first level in the archive by Michael Krause, a prolific designer whose maps all had quotemarks. His last levels are from 2000. This is a detailed but mazey hotel-from-hell-styl e map with some well-chosen Quake sounds. 300+ monsters, constant action, over-reliance on trigger lines that drop walls behind you, which gets predictable. Oddly no official secrets, although there are secret bits. Good fun though.

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  • File Reviews

    • By NuMetalManiak · Posted
      this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.
    • By Doomkid · Posted
      Okay, I get it, it's a megawad mainly for speedrunners who are intricately familiar with the mechanics of the game down to the nitty-gritty. A series of challenges/obstacles that, for the most part, seem to be possible but are generally ludicrous (and sometimes outright laughable, in a good way).   This was is not a "pile of junk" as a few have said however it's really, really lacking in a lot of ways. I get that the wad is meant to have a fun-and-not-serious tone despite it's overall extreme difficulty but the texturing looks like the insides of a toilet bowl after a Taco Bell buffet. Seriously, these maps are jealous of how beautiful and futuristic maps like UAC_DEAD look. The DWANGO series looks like fucking Ancient Aliens compared to this.   The MIDIs are lighthearted, silly and fun, which adds a layer of appeal for me personally. I loved seeing Patrick Stewart at the intermission too, rofl   I had some fun with this IDCLEVing through the whole wad and giving each map a try or 2 before moving on to the next but I seriously doubt I'll ever be back. The same idea with better texturing and overall taking itself just a tiny bit more seriously would warrant a higher rating. Ass-ugly texturing, silly MIDIs and a silly titlepic/interpic are fun in their own right so don't take me the wrong way but a lot of it crossed into "looks like the authors gave 0 fucks" category and I just have to take points away for that.   Also,   lol wtf is this bullshit is this a terrywad or somethin i mean jeeeezus   Overall, this is worth a peek just for some fun but unless you're a highly skilled speedrunner that also doesn't mind looking into a crapchute map after map, this probably doesn't really have much for you.
    • By mArt1And00m3r11339 · Posted
      If it were renamed "Garbage Dump," I would have given it a better rating.
    • By StormCatcher.77 · Posted
      A large, but not very prolong map, which is interesting to explore. I liked the author's strategy to place strong weapons in well-protected places. To get them the player need to pass a kind of test. The difficulty depends on the player's luck. It is important not to miss the shotgun at the very beginning, otherwise entangled corridors can lead the player to a situation in which he will be easy prey, left without ammo. Visually, the map looks neat, another good example of using standard textures.
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