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About This File

The bad news is you are in hell. The good news is you have a chainsaw that never runs out of gasoline. Your problem to cut your way through hell until you find a way out. Sounds like the leadin to a TV show doesn't it. Each week watch as out intrepid space marines cut their way through another part of hell. Seeking the exit that will eventually get them out. In order to get character interaction. You do it in coop mode. Have the guys at ID software do the voices of the players with faces animated against standard doom textures. Record the action scenes from the doom wad as it is played in coop mode by three to four players. Cut between animation of conversation and the action as scene by the players to make the final cut of the show. Do a different wad each week. You could make it in your home on a strong pc with a really good interface board. Invite military people to design wads that illustrate small group tactics and weapons choice based on enemy and terrain. Invite ministers to write sermons based on the faults and vices of demons and how terrible a place hell is, and you could get both the militia, 2nd amendment people and Christian fundamentalists to tune in every week. Include a magazine sub, with a monthly disk containing the wads to be played in upcoming shows of the series, so the watchers can play through first and then compare their method of taking the wad to the one on the show when it comes up. Talk about your interactive tv. Wow, you come up with some strange ideas when you are bored. OK. I decided to write some wad files because I was bored. Day one. Trying to follow the lessons in secrets of the doom programming gurus step by step. NOGO. So, I stopped at lesson one and spent the entire day practicing drawing singleroom sectors. No changes in elevation, no doors, no lifts. The only special linetype in the wad is the exit switch. Play is based on narrow tight terrain with monsters around the corner and in the next room. The chainsaw is the weapon of choice in this terrain. Use it. Day two, still practicing drawing sectors, this time with changes in floor height and setting sectors inside of sectors. One really big abyss with lots of platforms at different heights. Weapon of choice, the rocket Launcher, try shooting the muzzle flashes of the cacodemons as they shoot at you from the darkness. If they get close enough to see them, they are almost close enough for the explosion from the rocket to hurt you. Move fast shoot hard, and get out. Day three. Practice with special sectors, doors, crushing ceilings, crushing floors, one teleport. Lines that open secret doors. Lots of no humans signs. Weapon of choice, shotgun, chainsaw, rocket launcher, plasma gun. Enjoy. Day four. Waded crashed and wads saved would crash doom. Loaded a wad from wadcat1 and removed everything but one chamber and built on that. This worked. Key weapons chainsaw, shotgun, demon fratricide and crushing ceilings. Also rocket launcher. But watch out. Day five, afraid waded would crash, so built behind the blue door sector of day 4 wad. Pretty blue scenery. Interesting surprise at end. Day six. Starting to get good. Emphasis on chainsaw and infighting. Close tight terrain with enemies coming out of the walls. Must use demon fratricide to make it to exit. Interesting use of terrain to limit cyberdemons firing effectiveness. Day Seven. Effort to maximize 3d effects of doom space. Several footballfields big terrain with four different sets of passages and chambers at different levels crossing each other. Lost souls have amazing freedom of movement due to vertical shafts. Textures used on elevation 2 so gross messed my stomach. Nasty tough vision of industrial hell. Weapons used, everything, but especially the chaingun. Day eight, finished day seven. I don't know if I will ever write another wad. This was fun but exhausting. I tried logging on to the bbs listed in waded but couldn't. Oh, well.

The six days have been combined using wadmerge into one episode of six missions for doom1. SInce they were originally written as stand alone wads, they may have a little more ammo and powerups than you need, but six fairly large levels to play through should entertain for a few hours. Its better than tv anyway.

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Unknown date

Good: Lots of monsters to fight; Some texture consistency; A few nasty traps. Bad: TONS of style errors, with many doors that look like walls, some levels with no height changes, required keys/triggers in secret rooms, AWFUL tutti-frutti, inescapable sludge pits, a sludge maze, unpegged textures, some traps visible on the map, and lots of pointless rooms. Overall: Ugly and amateurish, but the challenge makes it, at least, playable. 1/5 -VV

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Unknown date

"Put any big story at the end".

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ - Ultra-Violence. - 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. 
    • By whirledtsar · Posted
      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.
    • By MTrop · Posted
      If you want something quick, fun, challenging, and a little nostalgic, play this.   Good job, Jimmy.  
    • By Zalewa · Posted
      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.
    • By Copenhagen Bram · Posted
      This is the first non-Euclidean doom wad I've ever seen! And it's done right! That must've been some project. Well done.