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FORTUNE.WAD "Soldier of Fortune" V1.0

   (14 reviews)
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About This File

This is my first level, but don't let that put you off... hey, it even has an exit :). Seriously, it's gotten good reviews from some well known Wad authors. Try it out.

This level is rather difficult in the higher skill modes and is not suited for beginners in any skill setting. I tried to design it such that the higher the skill setting, the more secrets you would need to find in order to complete the level. WATCH YOUR AMMO and remember, there's more than one way to kill a monster!

This is the first release of this wad to the internet. All previous releases have been to compuserve. This wad has nothing to do with the Quake "Soldier of Fortune" levels. I didn't even know they existed when I first released this wad (July, 97).


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Guest

  
It was there.I played it.Do the authors still read these reviews after all this time?

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Guest

  
The insta-kill traps, traps in general, and puzzles really killed my enjoyment of this level. :\

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NuMetalManiak

  
that puzzle seems to involve math so it wasn't hard for me. also the map was quite fun and I enjoyed it's puzzling moments.

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Krazov

  
Quite nice. I like a binary puzzle, and others too. I like wooden textures and they are quite often used here (as this being a mansion is not that surprising). I couldn’t solve all the puzzles (how to return from left side of the sewers, or how to get to alcoves with arachnotrons?) so the rating is only 4. Also, I had to skip killing some monsters due to lack of ammo. Luckily I had BFG, so Cyberdemon wasn’t much of a deal.

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Guest

Unknown date

  
Really hard, cheap traps, good layout though. Stuff like enemies behind solid midtextures and completely undetectable insta-kill traps. Don't go for the radsuit in the room after the stairs.

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Guest

Unknown date

  
This is not hard because of its difficulty, it is hard because of the cheapness. Doom is not some platformer made by a wapanese guy with problems. Cheapness detracts from a fun experience, which is why HR is difficult but fun because it doesn't rely on insta-kill traps and hidden high-power monsters.

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Guest

Unknown date

  
Basically, a big "fuck you" to the player.

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Guest

Unknown date

  
Haven't voted for that? So few votes? This is kinda hard at times but there are some great ideas inside. I like the binary riddle amongst others. Possibly the best WAD from a female mapper. 5/5 - Optimus

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Guest

Unknown date

  
Excellent but spoiled by bugs.

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TimeOfDeath

Unknown date

  
cool WTF puzzle map

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Guest

Unknown date

  
That's preety great but preety hard for me! Cool architecture, riddles with some additional gfx and text to help you, great original ideas, a bit too much searching though till you understand how to finish the level..

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Marcaek

Unknown date

  
Fun and difficult map that honestly won't kill you if you pay attention to your surroundings. I managed to break the yellow key room somehow which is unfortunate, but I'm gonna go ahead and give this 4 stars just for being very intelligently balanced and also to balance out the kneejerk low ratings given above. Really cool, guys.

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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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