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PIR WAD

   (26 reviews)
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Gato606

  

Not a very good megawad, is it possible to use secrets for regular map tasks?  Also, some doors are textured with wall doors which leads to a lot of confussion, also, there are doors that close and never open again and you got stuck unless you use the help of the beloved IDCLIP

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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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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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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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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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Unknown date

  
Plenty of good maps once you get into it.

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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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Unknown date

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

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Unknown date

  
Me neither

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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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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 Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
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