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loco doom ver .90

   (5 reviews)
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9 ( by ver 1.0 it will have ten, but thats' it) kick ass levels


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Unknown date

  
The gameplay is very good.. and the graphics are fine. Besides the game didnt even crash. 3 stars.

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Unknown date

  
Very poor. If you use Zdoom, level two culminates with a boss battle against a spider mastermind that is stuck on a chaingunner; it works properly in PRBoom, but the level is full of unconnected lines that might crash the game. Level three can be finished in less than five seconds. Most of the levels devolve into malformed cramped dark mazes. The final level takes place in the open but it is bare and spartan. Level seven is an uncreative modification of E1M8.

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Unknown date

  
i wood give it a 5 for great gameplay and dezine but the god dam wad crashis my computer in the midle of itself evrytime i play!

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Unknown date

  
Crashed. That's okay, because it was pretty bad, anyways.

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  • File Reviews

    • By StevenC21 · Posted
      Umm... this isnt Doom 64? Or even remotely related to it?   In addition, its a shitty wad. You are expected to fight 2 arch-viles with a pistol, and then a cyberdemon witha  chaingun in an enclosed space.
    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
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