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PIR WAD

   (25 reviews)
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Guest

  
While there are a couple decent maps, its generally pretty mediocre. You wouldn't be missing out on anything by skipping it.

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Doomkid

  
You can get stuck on some maps, and there are some missing textures... Even for 1997 this is kinda bad. Playable somewhat, but overall not worth it.

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NuMetalManiak

  
mediocre but I found it to be a lot of fun. BPSND seems to crash GZDoom though, so I played without it.

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Guest

  
My penis is a bug. And it blew itself.

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Guest

Unknown date

  
*yawn* another mediocre wad. Next? -dljosef

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Guest

Unknown date

  
I actually like it quite a bit. Good job! 5/5

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Guest

Unknown date

  
Level one is a bare symmetrical thing with misaligned teleport pad textures (in 1997!). Level two is more of the same, bare rooms joined with L-shaped corridors. Level fifteen is "Demon's Feast" (id=14173) which is decent. Levels 30, 31, and 32 are unexciting. Level 20 is just a big racetrack that I ran through in about a minute; level 21 is better. The best levels from this megawad would have made a tolerable Doom episode circa early 1995, but in 2006 it's deadly dull.

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Unknown date

  
I agree with the reviews above. Very plain and boring maps. I just checked them all out. I didn't have nerves to play through after a few maps so I deleted it. The authors should have spent more time with the maps themselves than trying to make up to 32 maps as quickly as possible. I'd rather play 5 good maps than 32 of such mediocre quallity. 2 stars from me, sorry!

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Guest

Unknown date

  
I recall playing this wad many years ago and I thought it was pretty average in all ways, a few good levels but many average ones. 2 Stars -PC

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Guest

Unknown date

  
Has great atmosphere when used with OpenGL lighting and brightmaps that probably didn't exist when it was made. Squarish and symmetrical maps overall, but trolls should try to keep in mind the year that this was made. Maps would be good for introducing new players to the game. Good for a WAD dated 1997.

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Guest

Unknown date

  
Plenty of good maps once you get into it.

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Guest

Unknown date

  
One third is good, rest is utter shit. Worth playing: 03, 05, 07, 10, 12, 15, 19, 21 (by Cary Maucere) 23, 25, 27 (by Jeffrey Martin). m27 especially funny with fastmonsters. /hth

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Guest

Unknown date

  
The graphical apperance is bad, but it makes fun to play these levels, so 3/5.

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Guest

Unknown date

  
Me neither

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Guest

Unknown date

  
The pir team released 3 megawads, the last one in 2006 (Parker is the only author of that) but it's not available here. According to the textfile of pir2 he's going to make a 4th one. I idcleved through the whole set and I had the impression that the levels start getting acceptable from level 14. coldfusio default rating cause I didn't play it and from the looks I think there's much better to play.

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Unknown date

  
Well this wad was made in 1997, so it was probably considered good for its time. 3 stars

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Guest

Unknown date

  
Oh the boredom. I don't think I throughly enjoyed
a single one of these levels.

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
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