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Wow

   (871 reviews)
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About This File

A cyberdemon has escaped from a lab, where they are trying to find his weakness. He was injured by a marine,which was made short work of, and he was trapped inside a illusio-pit. Your job is to find it, and kill it.


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tempdecal.wad

  

Cacoward 1999, wait...

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Katamori

  
I can't vote it down because of the historical significance, and the fact that Thrussel actually became a good mapper.

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Kira

  
It was alright.

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Kapanyo

  
Breathtaking. 10 year-old Paul went and did it. He perfected Doom

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Combinebobnt

  
1 star for Ice59's patience

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bzzrak

  
Well, you can say whatever you want to about this, but if it keeps getting comments after 17 years, it's pretty damn awesome

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azrael1982

  
5 stars for Ice59, that he could get through the process of making this level...

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AnonimVio

  
5/5 Best ever

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Guest

  
Yup, it was bad.But to anonymous below me, if you really think you can do any better using your own shit, go for it.You sound like a troll.Hope you read this.

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Guest

  
5/5 It's OK.

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Guest

  
waste of time

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Guest

  
Only one word: Wow.

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Guest

  
Pulling a terry, in '99? most of the terrywad authors were just learning to walk on that time anon.

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Guest

  
Can't tell if failing to pull a terry or creator is autistic. (Pulling a terry means, making a terrywad/terry trap)

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Guest

  
best wad evah mad!!!111!!!! cool gaemplay! epic story! best level disign!! (also i like MAP01) 6/5!!!!!

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Memfis

  
The ratio of feedback to build time is probably the biggest ever.

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Guest

  
poor Ice59 I think he was comtemplating a suicide this map is total garbage, a waste of KBs and bandwith, a disgracement to the entire world!!!

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Guest

  
this WAD is a crime against humanity! it's so utterly totally FUCKED UP that I would use it as toilet paper. Shit no, toilet paper is actually useful, this WAD is just a piece of turd. 0/5 stars! Horrible terrible shitty map!

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Guest

  
Not that bad honestly. It has a better backstory than most WADs.

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Guest

  
I like how this is one of the most famous WADs of all time now. The only things on idgames with more ratings are The Ghoul's Forest 3, Doom95, and the actual shareware Doom. It still sucks, though. 0/5

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Guest

  
God-Awful

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Guest

  
dang u

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Guest

Unknown date

  
Did you know your map is on the list of the "Top 10 Most Infamous WADS"? Congrats! You suck. Here is the list: http://doom.wikia.co m/wiki/Top_10_Infamo us_WADs That's right. Right there next to "The Sky May Be" and "UAC Labs"!

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Unknown date

  
Trying to find anything good in this wad is like trying to piss in a shotglass that's spinning on a record player that's strapped to a running cheetah's back while you're riding a unicycle on a tightrope blindfolded.

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  • File Reviews

    • By amackert · Posted
      Visually there is a ton of attention to detail which is always a treat to look at, and the actual map designs of the first four episodes are very well done. I enjoy the "new" monsters and some of the upgraded weapons, it definitely makes certain parts of it feel fresh compared to the typical wad. The challenge on UV was just right for me with few if any parts being too overwhelming. Overall it gets a 4/5 from me because I wasn't a big fan of the fifth episode set of maps, both thematically and gameplay-wise. Ammo starvation was real there in those last few maps which isn't a lot of fun to me, not to mention its too drastic of a change compared to how the rest of the wad plays. Also, thematically I feel like these end-game maps would have made a bigger splash as mid-game maps, not finale maps. Great idea with the final boss mix-up though, I enjoyed that. I do still prefer Ancient Aliens as a whole (a wad that I feel is much better balanced overall and is more interesting of an experience), but Valiant still comes highly recommended from me.
    • By hardcore_gamer · Posted
      I agree with BChricton78. Rather than being fun to play, this remake just highlights how massive of a difference good lightning and texturing makes to a level/game. I know this isn't the fault of the makers of this mod since they were merely remaking the original Doom 64 levels, but these levels frankly aren't very great when stripped of the improved Doom 64 graphics. So much in fact that it makes me wonder how important level layouts even are compared to other aspects of the visual presentation such as texturing, lightning and rendering.
    • By silentzorah · Posted
      Good stuff.  Only giving it four stars because though the new music was good, I just wish there was more of it.  Still, this wad is absolutely worth your time.
    • By BChricton78 · Posted
      Umm... From the brief snippet I played, I'd definitely give them an A for effort... But this just feels... wrong to me. I'm sorry but playing Doom 64, without the lighting, atmosphere, redone sprites and ambient music? No thanks. It just takes away the things that make Doom 64 so special. Still a nice little attempt at recapturing Doom 64, but I'm better off with Doom 64 EX, for my fix.
    • By Agent6 · Posted
      And thus, oh you know what I'm going to say already, Doom 64 for Doom II has been finished, played through GlBoom+ 2.5.1.5 on UV.   So for an introduction, as the name implies D64D2 is a recreation of the classic Doom 64 originally released as a console exclusive for the N64. It aims to recreate the levels along with their gameplay using mostly vanilla Doom II resources. It features a new menu background, ENDOOM screen, new music, a few new enemies, namely the Nightmare Imp and Cacodemon as well as the final boss the Mother Demon, a few new textures, new intermission messages, a new end level screen, but no custom sounds or weapons, meaning that the unique and iconic Unmaker was not recreated in any way.   For a recreation, I must say that the levels and their gameplay come quite close to the original Doom 64, nonetheless various liberties have been taken in different forms, ranging from new takes on various puzzles to completely new levels, as well as the usage of the enemies who were absent from the original due to memory limitations. The usage of enemies who were absent from the original game comes with mixed results as it doesn't always work, probably one of the most obvious flaws in the game. This is most noticeable primarily in the levels that came closest to their D64 counterpart as the environment was clearly not designed with them in mind. For instance, you'll encounter Revenants on narrow corridors quite often, and sometimes even Arch-Viles. This isn't a problem in larger areas where it's usually quite fun to fight them, but not in those particular areas. Chaingunners do seem to work quite well however since they can easily blend with the rest of the hitscanners.   Compared to the original D64, a major difference is the tone and atmosphere of the game. D64 was slower paced and more atmospheric, whereas D64D2 is faster paced and puts less emphasis of that element, supported by the amazing but more action/fun oriented soundtrack. Perhaps the darker, much more hellish levels such as Unholy Temple are the most atmospheric levels in the entire game, and also the best looking. Unholy Temple is definitely my favorite level in D64D2.   While on the subject of changes, some of them are very interesting. In the Void is probably the most surprising for me. The original map featured a light blue sky and a rather foggy atmosphere while the level itself was pretty bright, how does this map look like in D64D2? Well, it seems to literally take place in a void now. Indeed, the sky is now pitch black but luckily poor visibility in the level itself was avoided, at least for the most part, so there's no difficulty in seeing the enemies and where they are. It's a change that works quite well, unlike others. The most drastic changes were probably done to The Absolution, where you can now locate 3 skulls, but in order to reach them you need to complete their own puzzles first, and they're not the exciting or fun type. The room with the yellow skull was probably the only one that was fun, the others? Well, for the red skull you have to go through an awkward platforming section where everything, including the enemies are... cloaked in darkness, while the room with the blue skull features a puzzle similar to the one seen in the room with the red key (Demon Key on the original D64) on Outpost Omega, except that it's longer, more complex, and more tedious. Not exactly changes done for the better. I don't know how exactly they impact the level though, but in my playthrough I didn't even fight the Mother Demon after aquiring all skulls, I just heard her screaming once while I was fighting the teleporting enemies thinking that she finally showed up to the battle, only for the end level screen to appear immediately afterwards, so I assume she died somehow.   D64D2 also comes with some exclusive levels that were not part of the original D64, and I personally think they're little more than filler maps. They're not awful but nowhere near great either, and I'm unable to find any valid reason for their existence. This is primarily due to their nature. Their gameplay style and tone is very different from all the other levels and in consequence, they feel out of place, not mixing well with the rest of the maps. Still, at least they're very short and straightforward so you don't waste much time with them. And while on the subject, some of the secret levels from the original have been turned into regular maps, meaning that you don't have to search for secret exits to access them anymore. One such example is the previously mentioned Outpost Omega.   All things considered, D64D2 manages to capture the spirit of D64 while also making plenty of changes, yet generally remaining faithful to the original. Some changes might have been done for the worse, but there's plenty done for the better as well. It's pretty short and easy, just like the original, so it can be finished in a day, you can't go wrong with it. A collective effort for an ambitious project that should be well worth your time if you like Doom 64 and want to see a different take on it.
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