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KILL! Zone

   (19 reviews)
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A mini episode consisting of seven large maps. Story line ...... there is none! Just original DOOM fun .... "KILL or be KILLED". Nothing fancy, only well constructed maps with attention to texture alignment and error free wads. Designed for serious Doomer's and those who appreciate an infinitety for perfection.


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Eris Falling

  

7 pretty large maps, with numerous opportunities to be quite lost - MAP05 had me completely stumped for a while. Fights here are very easy, and even when things get a little more hectic, it's offset by very generous supplies of health and ammo - soulspheres are a common sight throughout, and I'll never tire of the surprise when finding a huge supply room like that of MAP07's. In fact, the main danger here is from either falling into inescapable nukage pits, or breaking the map by doing things like accidentally falling off a rising platform which can't be lowered again from the outside. 

 

These nuisances aside, the maps play decently enough on their own merits, but the consistently long length straight from the get-go makes a continuous playthrough a bit of a drag, even despite the fact that MAP03 can be skipped entirely. There's a lot of sound replacements present too, some are ok, others are not so good, but nothing offensively bad - I got used to them.

 

Favourite map: MAP02

Least favourite: MAP04, maybe

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Guest

  
These large maps are fun, easy (with heaps of ammo and powerups) and have elaborate but non-obvious progression. New music is ok but some of the sound replacements are terrible. An irritating gimmick is often used with monster closets hidden by walkthrough walls. Looks are generally ok for the time. I enjoyed maps 4&5 more, though I did have to open 5 in an editor because of a stupid unmarked lift. Overall this is good solid stuff that seems to have been overlooked. Excellent for early 96. 4/5 Sui Generis

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NuMetalManiak

  
much like its sequel, it's got very large maps with somewhat confusing layouts. I liked this way more than its sequel, probably because the first level wasn't complete crap and it wasn't too switchhunty.

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Grazza

  
7 wonderful maps. It baffles me that this wad has received so little attention over the years; even when it was released, I don't recall there being too much fuss about it.

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lupinx-Kassman

  
Another hidden gem.

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Guest

Unknown date

  
Awesome and big maps from '96. I didn't play from pistol start, except map01

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Guest

Unknown date

  
solid levels, but gameplay little boring and these new sounds... is just awful. **

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Guest

Unknown date

  
Hey! Who doesn't appreciate "an infinitety for perfection"?

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  • File Reviews

    • By Chipchase · Posted
      I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. There are wads where you die quicker (eg "Stupid Benchmark #1"), and wads with worse graphics( eg "Sand Chain").  TBH, after all the hype I was a bit disappointed, I was expecting worse LoL.  
    • By NuMetalManiak · Posted
      Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.   this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?   WRONG   while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.   it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
    • By Chipchase · Posted
      Pointless crap.  A small yard, empty except for a futuristic shotgun. No monsters and no exit. See my screenshot and you've seen it all.  
    • By Doomkid · Posted
      Classic funny little skin, still used in servers to this day so I think it deserves some love.   I like that the voice clip says “WHERE ARE A MY PANTS?”
    • By Chipchase · Posted
      More an exercise in 3-d artwork than a game. Just someone's bedroom with a HK in a tiny lobby outside the door, and a Caco in a tiny yard outside the window. A BFG and Invisibilty Sphere are also in the yard but you can't get out there. I think the name is a clue - maybe this was the start of a bigger level, then abandoned. He ought to have allowed it as a base for development.
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