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Chanesaw

   (2 reviews)
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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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Guest

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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Guest

Unknown date

  
"Put any big story at the end".

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  • File Reviews

    • By guitardz · Posted
      Some very cool techbases with a nice texture set and pallette.  The music is pretty epic.  And it all runs in vanilla! (Or so it is said, I played it in GZDoom)
    • By Philnemba · Posted
      I honestly can't believe that this whole megawad is 100% vanilla compatible and its only the first of THREE episodic megawads! Esselfortium and her team of creative energetic mappers has done an amazing job from the unique texture set, the music, the maps & even the tweaked color palette that fits the mood of the whole thing.    100% highly recommended! 5/5 
    • By Erick · Posted
      A pretty straightforward map to run through, packing in tons of enemies in rooms both big and small. Most of the monsters you'll be killing are E1 monsters such as Zombiemen and Imps, so while there isn't much in monster variety, there are plenty of ways to get them to fight each other which I like. It might be better to try and get as many monsters to start attacking at the same time since once you get the Chaingun, not even the groups of Spectres are much of a threat. Overall though, the map is still fun to blast through if you just want to kill tons of monsters in packs.
    • 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.
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