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dodead.wad (Dawn of the dead - beta 2)

   (30 reviews)
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Replacement for episode 1. Mainly military/ tech style. Still under construction!


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NuMetalManiak

  
pretty good, unfortunately E1M6 is missing the blue key on easy settings.

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Martin

  
Many quite good maps, but a little uverused nukage in some of the maps. The last Level wasn't as good as the others

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Guest

  
Classic goodie, no doubt quality stuff like this inspired the even better (and later) "Classic Episode" by Anthony Soto.

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Guest

Unknown date

  
June 1997. An E1 replacement, although E1M5 is just a single monster-less room. The design is nicely retro - ironic for a levelset designed only a few years after the original - and the gameplay is solid, with lots of monsters and an emphasis on good, manly shooting. There are some elaborate secrets, too, e.g. the "id" room in E1M3. The large, weak monster count gets monotonous though. E1M4 largest and toughest map, after that it gets easier.

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Guest

Unknown date

  
Dodead.wad starts off weak, but it really picks up by M3. The fights were really challenging for an E1-themed episode, and the lighting effects were great for '97. It's not id-quality like Fava Beans was, but it's definitely more exciting. 4/5

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Guest

Unknown date

  
Nice Wad.

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Guest

Unknown date

  
An outstanding episode, even if some of the later maps don't resemble E1 so well (and E1M5 is missing).

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Guest

Unknown date

  
Maps 1-4 are brilliant classics, masterfully laid out in the abstract E1 style that uses and reuses the same area multiple times. Some of the areas will feel like 1993 again in the best way possible. E1M5 is a monsterless single room and it goes downhill from there. The last 3 maps are obviously unfinished; lacking in ammo, balance and leaving little provision for pistol starts. Expect to be punching Barons way more than you really should. Shame this was never finished, it could have been great. 3/5 j

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Guest

Unknown date

  
Pretty good clasic stuff.

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Guest

Unknown date

  
great wad, although (imho) m6 and m8 looks out of place. 9/10

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Guest

Unknown date

  
^^ Dude! Either your Professor Stephen W. Hawking or your just plain scared of DOOM, even my 8 year old niece plays on HMP. This is an excellent episode and well worth the download. 4/5

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Guest

Unknown date

  
Very good. -DarkWolf

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Guest

Unknown date

  
Although some of the later levels don't follow E1 style that well, this is an excellent episode and all 8 (real) levels are awesome. A classic. 5/5

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maggotjoe

Unknown date

  
i really enjoy this wad!

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Guest

Unknown date

  
Blue keycard not flagged EASY in E1M6 so player cannot exit on easy skill.

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Guest

Unknown date

  
5 starz

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Guest

Unknown date

  
Even with the infamous missing of E1M5, this wad is an epic - one that starts with fantasitcally done E1 style levels and then progresses to a slightly different theme that's just as good nonetheless. A real classic, and a masterpiece of the early Doom years.

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  • File Reviews

    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - 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.
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