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Verada (AKA, Please Consider)

   (19 reviews)
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Unknown date

  
This level is beatable on UV. - Paul.

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Unknown date

  
Great fun; not very large, but the difficulty level is just right and there's lots of action. A simple design in the classic style, and it's short and sleek. It entertained me more and for longer than any girl or woman I have ever met in my life.

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Unknown date

  
Mr Corfiatis I know your working WOS but you should really make a sequal to this brilliant level, what I liked most about this is the atmosphere and It's excellent monster battles. ***** - SS

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Unknown date

  
This is dated January 1999. You fight an expanding roster of baddies in a well-designed but frustrating techbase. Starts off with a cheap trap and stays problematic; too much of the difficulty comes from the tight ammo, especially given the pain elementals. Good example of a map that would be improved by putting a bezerk pack right at the beginning. Wimps out a bit with a couple of really useful secrets. Memorable, but needed a teeny-tiny bit of work.

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Unknown date

  
If you're going to throw enemies at me at least give me some ammo to kill them with. Bland looking and fairly uninspired for someone who's made some great levels. Average mush.

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Unknown date

  
God DAMN this level is hard. I managed to beat it UV max, but only after dozens of attempts, and I had to use a trick to get the red key. And you WILL need to find the secrets. But this is an excellent map with tense gameplay and a strong atmosphere. By the way, you can straferun through the window from the lift with the plasma rifle and grab the red key before it's lowered. 4/5

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Unknown date

  
I wouldn't call this the most difficult level ever on UV, but it's definitely an arse kicker. Pretty good all aorund: it looks good, plays good, and it is good.

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Unknown date

  
A good map, not Paul's best but worthehile. 4.5/5, rounded generously up to 5.

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Unknown date

  
4* for tough gameplay and the innovative exit.

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Unknown date

  
If you like a challenging game in a well designed ambience, you should definitely play this map. It's medium-sized and hard in some places, with very nice traps. But if you manage to find the secrets it shouldn't be a problem to cope with it. At the beginning, ammo is quite scarce, however. A very good map! 4.5/5 -Milian

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Unknown date

  
Wow, real challenge and some atmospheric outside areas in a secret! 5/5 - Optimus

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Unknown date

  
Supurb gameplay, a real challenge.

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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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