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Carnage Galore ver 3.0

   (13 reviews)
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About This File

This version is MUCH neater than the previous one. Instead of literally hundreds of pictures that would have to be in the Heretic directory and a DMGraph program which can permanently change your iwad, there is one sprites file with a deusf pro- gram that simply merges the sprites file into the iwad and can easily restore it when you are finished playing with the new pictures. It is a great deal faster as well. I also de- leted carnage.doc, which was basically useless anyway.


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printz

·

  

This is an ambitious project by Doomworld administrator @Ichor, the first from a longer series.

 

It starts at Plutonia-grade difficulty, with very many monsters to face, and extreme traps all the time, but after a few levels it becomes even harder. Generally it's very unforgiving. Items are scarce, and your survival depends a lot on little stuff such as using every little cover (including static things), using infighting as much as possible, and most likely learning by trial and error. By halfway, you'll be facing mini bosses very often, accompanied by some of the worst monsters, such as undead warrior ghosts. This kind of gameplay which is very hard to survive without prior knowledge drops the rating from legendary to 4/5. The wad would have been perfect if gameplay were more forgiving or rewarding, giving the player more inventory to handle the combat, because I can see how Ichor put quite some effort into the design and progression, everything is well thought out, and there also seems to be a vague plot behind it all (something to do with "Vuradi"). Detail is low, but this fits with the wad, because the focus is on the difficulty. If only it were better balanced, it would have been on par with wads like Hell Revealed.

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Most of maps has large and very simple environment (E2M1 is quite plain), but full action-packed that plays well, but some are more detailed but gameplay did't follow, rooms are sometimes too tidy, and I found myself stuck on E2M9... New textures and the new star symbol fit well with Heretic standard ones. Overall not too bad, 3/5. ~Naan

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I hoped that this CG would be better than what it actually is. It really looks and feel amateurish, and the architecture is ugly. A disapointment. Magma/07-2011 - 2/5

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It's a first attempt, from '97! I'd never expect it to be that good, and CG2 is so much better. I'm not saying this deserves more than 2/5, but don't let this turn your mind off the sequel.

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Mediocre. Play CG2, it's the sh*t!

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  • File Reviews

    • By Zerofuchs · Posted
      Great WAD, solidly nails that fantasy castle crawling feeling, not too rough on the player nor overly stingy/generous on supplies, encourages good use of items, plenty of navigation and switch puzzles as is apt for Heretic, but also lets loose with a little slaughter.   Some areas could use slightly brighter lighting, and sometimes the next switch or door isn't signalled too well, but overall a fun and feisty fantasy fight fest.
    • By Darman Macray · Posted
      These levels are short, sweet, and pack a lot of punch. Complete with a humorous end-text-screen containing a healthy dose of silly shock-humor, this is a masterful triumph of Heretic map-making, and most certainly a must-play wad.
    • By Walter confetti · Posted
      A really frantic and fun DM map with pretty neat stuff like invisible pillar in the middle of the arena, doesn't have anything to do with the title but the level can become a BFG spamming fest soon, especially with bots. Less fun in SP but the arch-ville+bunch of nazi combo is a nice feat.
    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.   EDIT: Just discovered this is a ideally a DM wad… haha, for that purpose, it seems good. My original rating was 2/5, will change it now.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
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