Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Do Battle! - Version 1.0

   (3 reviews)
Sign in to follow this  

Guest

About This File

3 levels of manic/tricky/novel Doom II action, with NO new graphics, sound or music. Just a bizzare twist on the game.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

baja blast rd.

  

Do you like to hump? 

 

Well this is the wad for you, at least at first. map01's progression involves wonky teleporters and keys stashed in secrets. While the next two maps depart from that, you should still be prepared to mash your soft parts into non-standard triggers. 

 

The layouts consist of blocky rooms or spaghetti strands of hallways, with monsters dumped into these spaces more or less randomly, and it all gives off the impression of SLIGE after getting drunk (if computer programs could do that). 

 

This old set does have its charms, though. The author outdoes SLIGE in the novelty of trigger use; map02 had a neat room where you press a "switch" to constantly raise the floor level of a large outdoor courtyard. The texturing can be funny at times: map01 dresses up a whole room in a key strip indicator, and then outdoes that by painting the next room in scrolling sky. (Yes that is a plus.) There is also fun to be had if you like blowing clumps of stuff up with barrels, the rocket launcher, or cell weapons -- albeit only a modest amount of that. Clocking in at around 10-15 minutes of play with carryovers, I would choose this for a speedrun-type blind race.

 

Note: 100% kills on map02 is impossible, as it contains a zombieman standing guard over the void space.

Share this review


Link to review
lupinx-Kassman

  
Oh goodness so I didn't just dream this up! The textfile sets up expectations for a trippy doomventure, but the unorthadoxness of the maps is unfortunately presented in the form of random texturing and blobishly shaped sectors. Still though, the gameplay holds up pretty well and there's a certain charm to its give-no-fucks style. Lovely bit of prose for the story too!

Share this review


Link to review
  • File Reviews

    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
×