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maulosiarch

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File Reviews posted by maulosiarch


  1. I found this to be very convoluted, and grand architecture got in the way of an otherwise amazing idea. For example, I personally enjoyed the little secret entrances to Tartaros the best parts of the game... they were very trippy, and I still don't know how getting the secrets in the seemingly unrelated map managed to register on the proper map of Upper Tartaros. Yorick's Skull seemed to be overall irrelevant to reaching the end stage, which I found interesting. In fact, I don't know what placing it did at all to the map, except for release a horde of Afrits.

     

    Thanks for all the fish.


  2. Kind of silly, actually. It's Hexen in terms of classes/weapons, but everything else is Heretic. Killing D'Sparil with a 4th weapon class of a Hexen character is far too easy - if anything, there is far too much mana in the game (esp. the boss room at the end). Why Hexen textures couldn't have been used instead baffles me.
  3. The Nadir

       30

    Slopes looked out of place here - every sloped surface could have been replaced with stairs. The only enemy I really didn't like was the Acid Golems, and the power of the Dark Gargoyle's fireball was far too great for its size. I find it is truer to the Hexen feel with its back-and-forth between levels design than many wads that have more levels than this. The new melee weapon I barely used while playing as the Mage though.

  4. Clearly this guy's first ever map. A lot of mapping no-no's in here, such as unobvious doors to progress, and a wall you can simply activate early on to exit. Too much symmetrical rooms, and a complete misunderstanding of secret areas.

  5. Once upon a time, this was one of the first maps I downloaded and played from here. I thought it was amazing then. Now, I see how it's flawed: never really enough monsters in one place to make death seem imminent. I played the "cliffs" area first, so I got the Phoenix Rod early, which should have been replaced with the Mace anyway because there is not a single boss enemy.
  6. 21?!

       27

    Shockingly amazing from this author. Perhaps the only good thing he's ever produced! This is very hard though, and you need to conserve every little bit of your ammo.

  7. Decent level design, but far too many pickups, and this guy has a clear love affair for the Undead Warriors, and the Ghost Undead Warriors. It has my pet hate of Heretic-idiot-mapper s in this though: water that hurts. There is also nothing remotely grave-like about the level. Good for time wasting only.

  8. 5053 monsters on UV setting, all Gargoyles. Bucket-loads of ammo, all weapons but sometimes the Mace doesn't appear. I've spent a whole lot worse ways killing time than playing this. It's scraping the bottom of the creativity barrel, but still heapso' fun!
  9. Stronghold

       15

    As always, a ridiculously overpowered level from this guy. Just enough ammo (I had to use the tome cheat many times though to up the ante) but a severe lack of health. It's a pity because this guy's levels are very pretty to look at.
  10. SINFUL DISCHARGE

       73

    WOW - how the original 3rd episode SHOULD have been. Lots of new graphics (only the Doom textures truly look out of place) and riddled with lots of high-powered enemies, yet never becomes a super-powered joke. Re: 4 D'Sparils - knock one off of his Serpent, and then just attack that one until everything else dies.
  11. Sacred

       22

    Decent level, but overall the entire map/level is just too squarish/rectangular . The Dragon Claw is obtained far too late in the game, and the Phoenix Rod far too early. I love the Mace as a weapon, so I'm happy that there is plenty of ammo for it in this level.
  12. Unholy Cathedral

       42

    Very good user-created wad, especially for its time. Works perfectly in ZDoom. Some rooms are just a bit too squarish and under-detailed, but no less detailed than the original Heretic was. Perfect amount of ammo and items to monster ratio. The exit and level progression isn't obvious, which is a plus. One problem is unmarked doors.

  13. Very beautifully done, but the gameplay is a bit weird. Once you finish the Maulotaur boss fight, you need to go look for that one last switch to open the exit. Surprised that only three weapons made the cut (XBow, Dragonclaw and Phoenixrod) for a boss level, and the central area is a bit overdetailed.
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