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printz

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File Reviews posted by printz


  1. Pretty good and big map. I think it's one of his first, and it shows in some areas or monster encounters. However, for such a big map, it flows pretty well. The automap is your friend, and make sure to use the 'm' key to mark any areas you'd like to visit later.

  2. Puzzle

       23

    Interesting concept, but easy and still basic level. It involves lots of switches which let you progress, but the level design is too bare to be of great interest.

  3. Be Careful !

       22

    A newbie level, with typical looks of it (square rooms, full bright areas, unescapable pits). Only one star, because it's also basic and short, despite the eerie-looking design in some places.

  4. Water Walls IV

       16

    This is mainly an experimental level which plays with symmetry and tiling lots of similar rooms together. The level starts in a typical "hell" fashion, where you need to run away from monsters until you get enough ammo, then it becomes a simple job of clearing it up. Navigating all the swastikas can get tedious due to their specific shape.

  5. Fast fard

       10

    Just a tiny speed map. Design is irregular and dense enough to present a challenge, but otherwise it's nothing much. The map is also plagued by REJECT problems.

  6. hbelcher.WAD

       13

    This is a series of very wide and very dark levels with variable difficulty.

     

    Level 1 is a confusing set of large dark halls with obstacles you need to find your way around. The green key is somewhere in a passage.

     

    Level 2 is an interesting one: it's a serious slaughtermap, you need to defeat a LOT of monsters in the room.

     

    Level 3 is a very dark temple, with a few very tough monsters to get around. It has a few areas with immense height variation, but you're given a lot of items to cope with it.

     

    Level 4 is an optional slaughtermap, except that it contains D'Sparils, phoenix rod, tomes of power and rings. The D'Sparils can't teleport here. You know what to do.

     

    Level 5 is the finale.

     

    In conclusion a really drawn out episode with poor decisions (too dark, at least, with no torch given to you) and not enough difficulty to justify the increasingly big stashes of supplies.

  7. Nightmare Isle

       59

    Finally a decent episode from Jeremy Wagner, though he still holds to his bad habit in one of the maps. This is a partial conversion complete with extensive sprite and HHE changes. All monsters and weapons are augmented, and the gameplay is generally too hard to play on Black Plague. The maps are the same typical style of linear, tight and orthogonal, generally short and sweet, but the gameplay flows much better than his previous works, with almost no dead-end traps (there is one level). It's advisable to save on every map end or start, since it may not always be possible from a wand start.

     

    Balance is a bit off. Level 2 is for example too hard. I was only able to cheese it by exploiting the wings of wrath bug of holding one from level 1 into the next level. With a lot of trouble still, I eventually stumbled into the exit and escaped. The rest of the levels are perfectly playable. And since this is E3, you know how it ends. Luckily this fight was manageable.

  8. The Seven Chambers

       29

    This is a big, solid level, with a linear progression, containing multiple environments. The gameplay isn't that difficult, since you're given lots of health. Since this is E3M8, you know what it leads into. But even that was actually manageable, which is rare.

  9. casa

       13

    This a house layout level which also contains other areas. Due to the typical size of a house, combat tends to be rather cramped. Like Jose Luis Gallardo's previous map, this one also flows nicely, so it never gets boring. It's also poorly detailed. The few new textures also add a bit of personality to this level.

  10. Nice

       9

    This is a fairly large dungeon level. As a sign of beginner mapping, it has lots of full bright areas. What gives it some personality is the custom imported textures here and there. Interestingly, it also changes the automap backdrop, probably one of the few times it got changed. The gameplay itself is fun and flows well, even though it's not too difficult.


  11. This is an ambitious project by Doomworld administrator @Ichor, the first from a longer series.

     

    It starts at Plutonia-grade difficulty, with very many monsters to face, and extreme traps all the time, but after a few levels it becomes even harder. Generally it's very unforgiving. Items are scarce, and your survival depends a lot on little stuff such as using every little cover (including static things), using infighting as much as possible, and most likely learning by trial and error. By halfway, you'll be facing mini bosses very often, accompanied by some of the worst monsters, such as undead warrior ghosts. This kind of gameplay which is very hard to survive without prior knowledge drops the rating from legendary to 4/5. The wad would have been perfect if gameplay were more forgiving or rewarding, giving the player more inventory to handle the combat, because I can see how Ichor put quite some effort into the design and progression, everything is well thought out, and there also seems to be a vague plot behind it all (something to do with "Vuradi"). Detail is low, but this fits with the wad, because the focus is on the difficulty. If only it were better balanced, it would have been on par with wads like Hell Revealed.

  12. GULAG

       56

    Awesome map set, maybe the first Heretic wad in history with this achievement (sorry if I forgot older outstanding wads)? It consists of five maps with the level of detail never seen before. Several of the maps are multistory as well... The gameplay is mainly puzzle-based, very much like Hexen, so if you want straightforward gameplay, this wad is not for you. Generally though, you should revisit the areas a lot, as some new location gets open. The difficulty is not that high, but you should save at the beginning of each level, because I'm not sure they can be wand-started.

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