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Euthanasia

   (13 reviews)
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About This File

You, B.J. Blazkowicz, have done it! (Don't all the REoL TOUGH stories begin with that line?) You have flushed out the evil demon scum inside Castle Solarge in the Rockies! Since your trip back home from this torture, you sit with your Rotisserie Gold chicken and Bon-Bons to see what terrific buys the Home Shopping Club has. You turn on your TV, and to your disappointment, all you see and hear is static. You flip through all the channels, but nothing comes in. You then called the cable company to see if anything is wrong, but, the phone seems to be dead. "This is too weird", you say to yourself. You then got dressed in your classy black tank-top and stained shorts to go down to City Hall to see if they have any insight on what was happening. So you walk out of your apartment complex, and head to the safe N.Y.C. subway system to go there.

After waiting 10 minutes for a train, you get on and sit next to a weird-looking fellow, and one of NYPD's finest, a drunk cop. As the train is about to make it's next stop, the power goes out! Once that happened, the weird person attacked everyone in sight. The easiest prey for him was the cop. He then claws at you with his sharp claws.

This beast clings onto you like spaghetti sauce on light clothing, and smashes out the subway doors. As he took you down the tunnel, letting you walk on the 3rd rail, You saw a blasted out portion of the tunnel ahead. In this hole, was a teleporter. The beast removed his clothing to reveal his true identity. He was a CYBER-DEMON! "I am SICK of how you treat us when you're around" Cyber said: "Now you are going to pay the ULTIMATE price for your actions! This teleport takes you to to a retreat for Cyber-Demons, called Euthanasia." As he talks, you try to get out of his grasp, but he clenches you harder. "Euthanasia is a "funhouse" for disgruntled Cyber-Demons that want to kill Space Marines with a rocket blast that will kill people like you, being such a blast, you may not feel the pain, or scream from it. Now, YOU'RE our new prey." He then throws you into the teleport into Euthanasia, and all I can say is, Are you feeling MIGHTY LUCKY? You better, or else!


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Myst.Haruko

  

Short but hard level due cyberdemons threat. I had to downgrade in HNTR skill, but despite of that, I enjoyed overall gloomy feeling. Visuals are decent for wad from 90's (if you like brown bricks a lot). I've never run out ammo or health in that skill. 

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Memfis

  
Badass level heavily inspired by maps 11 and 14 of Doom 2. Very scary because of cyberdemons observing every area. I looked in the editor once because I didn't realize that the path to the blue key opened.

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Guest

  
Typical map from the 'a poor map gets better by adding monsters' niche school. So far about the simple and monotonous gameplay. The rest is at best mediocre. Overall: small 2* because it was made in 1997. BTW 5* legendary? Nofi, but :lol:

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Guest

Unknown date

  
Legendary :)

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Guest

Unknown date

  
For me the best level he made. 5/5 coldfusio.

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Guest

Unknown date

  
A classic. Brutal, challenging, and exciting. I spent entirely too much time playing this one, and I didn't even find all the secrets.

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Unknown date

  
Very nice! very sweet enginerity, thou a few detail missplacements, Liked the Library, maybe a little tough to handle all the bad guys, but hey, thats what it all about! 3 stars from me! -Pete

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Unknown date

  
This is impossible.

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Guest

Unknown date

  
Very good level by George Fiffy, who was quite notorious in the early days for his rather difficult stuff.

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Unknown date

  
Keeps you on your toes. A rare gem, this is.

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Guest

Unknown date

  
hurt me again...5 stars...

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • 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.
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