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kboom series

   (7 reviews)
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About This File

This is the same WAD as kmetl_13, but reworked for BOOM. This WAD lots of little details that would be vis-plane errors in the old DOOM2. Be prepaired for silent enemy teleports, too. There are NO large rooms, which makes this one run smooth.


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Meril

  
Good map, but too much chaingunners. Nice decorated. There's enough ammo and health packs. Design 5/5, but overall 4/5 becouse of too big amount of hitscaners.

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Unknown date

  
This is an almost militantly average level; it's well-made and there's lots of action, but it seems very old-fashioned and dull. It takes place in a factory of some kind, and it lots of square rooms and minor height variations. It has a disastrous opening section, in which you fight hitscan enemies in the dark. The Boom version is slightly more elaborate and has some mild special effects (instant teleport, a conveyor belt) but isn't any more entertaining.

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Unknown date

  
"but it seems very old-fashioned and dull." Well, DUH. It was made in 1998. It IS old.

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Unknown date

  
And it is better than most modern maps.

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Unknown date

  
Not enough medikits or stimpack.

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Unknown date

  
Great map. To the above reviewer: there's plenty of health; you just need to play a little more carefully. I've just completed this map on UV at my first attempt without many problems - and I'm totally out of practice at Doom. There are also difficulty settings.

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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