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VENOM

   (26 reviews)
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About This File

Quite similar to the theme of most Ultimate DOOM E4 levels. As always loads of cool lighting, traps and state-of-the-art architecture. This is my finest piece of DOOM level art to date, without a doubt. HOWEVER, this is a linear level. Sorry all lovers of non-linear maps out there, but you might just enjoy it anyway. This is a HARD level. Hard and big. You'll probably want to save quite a lot, and this is the kind of level you only play once I think. A bit like the Eternal levels, but perhaps not quite as enormous. VERY detailed though.


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Gustavo6046

  
You get stuck too soon. But nice. Great with bot play.

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Guest

Unknown date

  
The map may look dated,but the lay-out and gameplay are superb.4.5[5]/5-d.d. koop

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Guest

Unknown date

  
Great map. Gameplay is challenging but fun (played in UV), the map has good architecture, and although texturing is bland in some places, it is varied enough to remain interesting throughout the level. There's plenty of ammo with little space to move around in. Item placement is good overall, but the last room can be a little cruel since there's no health beforehand. This is worth your time if you like good action in tight spaces. 4/5 -Reckoner

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Unknown date

  
Annoying gameplay, forces you to learn where essential powerups are by trial-and-error. First big trap puts you against 2 revenants and a ton of demons/imps with nowhere to run or hide behind, you have to go straight for an invunerability sphere hidden in the corner so you don't die. Later on you have to run past a bunch of hell knights to get at a rocket launcher or you'll just run out of ammo trying to kill them all.

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Guest

Unknown date

  
Indeed excellent, tremendous battles especially if storm ahead and take some risks. Putting you in battles with fairly limited in fact just enough space to fight and the rather small size of the level (still 180 or so ennemies) makes this a great concentration trip. A player's dream

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Guest

Unknown date

  
Classic doom2 level! 4 stars.

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Guest

Unknown date

  
last very hard...about 15 times load..:) very fun

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Memfis

Unknown date

  
Symmetry and repetition rule this map but the gameplay is pretty decent, some good traps.

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Guest

Unknown date

  
Awesome map, fairly difficult and looks nice. Gameplay is really fun, lots of good mechanics. I honestly really, really enjoyed this wad, I highly recommend it. I can imagine that if you didn't find the invulnerability in the first trap for a while it'd be annoying. Overall 5/5 from me.

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Guest

Unknown date

  
Awesome single level wad. The only thing that
annoyed me was that dumb jump to hit one of the
switches.

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Guest

Unknown date

  
I dunno what that other guy is talking about, I can't remember how I got the rocket launcher, but I didn't feel like I HAD to grab it. Great traps, great fights, especially the bit with the teleporting chaingunners

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Guest

Unknown date

  
One of Ola's best. Must-play for everyone.

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Guest

Unknown date

  
not very fun....

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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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