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#1Kill

   (21 reviews)
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A whole episode of new levels that are kind of easy to figure out but hard to exit because you must do allot of killing first. Perfectly fair with plenty of ammo. Built with quality in mind Challenging and also looks good. Took hundreads of hours too build and most of that time was spent on testing this wad and making this as close to ID standards as possible. I've have plenty of experience playing the ultimate doom and doom2 for two and a half years so I know that its a good quality wad.


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Book Lord

· Edited by Book Lord

  

This is the first amateurish work by Angelo Jefferson, a guy that shared the same fate of many others in the 90s: he tried Doom and got hooked, played the hell out of the official game, and wanted to kill more demons to his liking. When he put his hands on an editor and became aware of the online idgames archive, he felt compelled to create his own “franchise” starting with Number One Kill, a full Episode 2 replacement that aimed at challenging gameplay, elaborating on the experience of Thy Flesh Consumed and Doom II.

 

More of a trip down the mapper’s evolution than a fully-fledged Ultimate Doom experience, the megaWAD began with unassuming maps choosing marble as the primary texture, a typical expedient for beginners. Tech-base textures require a precise alignment for a good visual result, and I remember having the same problems when trying to use poor old WADED in 1997. Except for the weird E2M2 with its zero brightness sectors and Pinky abuse, the first chunk of bite-sized maps was breezy enough to flow smoothly. The secret exit to the imposing "castle map" E2M9 was not only hidden in an insane way, but also improperly placed on E2M4; maybe the author did not know that the destination after the secret map was hard-coded, or he considered the E2M5 skip as part of the secret level bonus for continuous players. I was impressed by the creativity of E2M6, which contained an infamous “spaghetti factory™” maze but was positively crazy in its arrangement. The E2M8 finale was well-paced and better than most Cyberdemon boss levels that I have played.

 

The first time I completed Number One Kill I did it on UV-fast continuous, then I replayed it on normal UV but on pistol start for the DWMC, with savegames mid-level (not during encounters to cheat the RNG or to facilitate anything). My blind run memories were quite accurate, and I navigated the maps with no need of reloading, but the length and harshness of E2M7 eventually got me. Except for that specific case, the levels were approachable on a pistol start, with ammo never being a concern as promised by Jefferson, at least if shotgun gameplay was accepted as the bread and butter. Some levels would have benefited from additional weapon variety, as exemplified by E2M6, E2M8 and E2M9.

 

A tad repetitive with its texture patterns and naive use of lighting, the focus of Number One Kill was the combat, which was better than what is typically found in PWADs from 1997. Still, the progress in layout complexity and ambition was constant throughout the episode, culminating in the later maps and in the “Extra” E3M1, which acted as a prequel for Number One Kill The Next Generation. Despite the minor fame that the Doom II megaWAD gained among speedrunners, this episode had been largely neglected by the community, with E2M2 being the prime suspect for early refusal, and E2M7 being more than what a casual player could chew. Continuous play surely relieves the pain on that slot, and after trying pistol start it is my recommended way to enjoy Number One Kill. This is an optional though instructive introduction to the punchy gameplay pursued by Angelo Jefferson, fully expressed in his following, more substantial mapping effort.

 

Best maps:

E2M9

E2M6

E2M8

E3M1 – Number One Kill “Extra” (EX.WAD)

 

Special mention map:

E2M7

 

Detailed commentary of each map can be found in the February 2023 DWMC thread.

 

Actual rating should be 2 1/2, but I gave 3 stars to encourage people to try this old stuff.

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Argenteo

  

Good episode, the best are on the second half. Then in the same year he released a megawad of 20 much nicer maps.

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Guest

  
This would barely scrape in with 3 stars except for two things - map 2 which is an absolute visual abomination, and map 6 which is an incomprehensible and unplayable spaghetti factory. Into the "never poison my Doom again" folder it goes.

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Guest

Unknown date

  
I like the first level, even though it's pretty easy. The second level is just nuts. I understand the lack of proper lighting is part of the challenge, but it's too extreme. WARNING: Level 2 will induce seizures!

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Guest

Unknown date

  
Since anybody can use your levels as a base for their levels, I'll give it a 4 instead of a 2!

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Guest

Unknown date

  
The architecture is alright as well as the gameplay. Download this if you have a spare hour or so, you could do alot worse.

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Guest

Unknown date

  
good playability - I have read where this wad is stylistically compared to 'Thy Flesh Consumed' - I actually enjoyed this wad more than TFC.... worthy of a couple of hours of play time

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NuMetalManiak

Unknown date

  
would've been great vintage wad had it not been for E2M2 and E2M7 with their 0 brightness sections.

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Guest

Unknown date

  
Has some problems, like too little ambiance variation between the levels, damaging water, texture misalignments, sometimes too dark, and too many non-hinted secrets. Gameplay is basically good, but gets boring due to lack of variation. But for a '97 map it's worth a try. Rated as such: small 4/5.

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Guest

Unknown date

  
It is not a good looking set, but might provide some fun. Better off with 1killxtr tho. 2.5/5

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Guest

Unknown date

  
I happened to like this a lot. If you like E4, check this out.

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Guest

Unknown date

  
Looks good, but lacks strategy. meh.

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Guest

Unknown date

  
This 1997 E2 replacement starts out slow and begins to really pick up the action around E1M5. Design is high-quality throughout and later maps remind me a little of early TiC stuff (sudtic.wad).

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  • File Reviews

    • 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 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.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
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