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Showing results for 'RUSSIAN' in files.
Found 85 results
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Version
51 downloads
My first translation attempt was in 2001. Back then I was a teen with out much knowledge, and overall quality of translation of original DOS executable was not very good. But we with my colleague, Sergey "Disctrich" Ivanov was the first who figured out how to do this. 15 years have passed, a lot of experience gained, both technical and informational, and only one question appears: "What if I apply all my current knowledge and redone that project from long time gone youth from scratch?". Chocolate Doom as code base was chooses because of it is one only modern source port with interpretation of original DOS executable, that good old game. Simon Howard, author of Chocolate Doom kindly accepts my request to work with his code, and two and a half months of hard work with code, graphics, design, translation and information searching was started. As result - all ingame content was fully translated, and I think I have done it well. :) -
Can be valued a try to do a sequel to Plutonia, but the execution of this WAd in the long run makes it very tedious, absurd enemy count, chaingunners in every single corner and switch hunting makes it unbearable after you progress in the maps. Maps complexity goes wrong when you get lost most of the time, having to use the automap constantly or even using the help of GZDoom acvanced map features. Got so bored that I decided to play this WAD with Russian Overkill mod to have a bit of fun playing it.
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Version
35 downloads
An abandoned space colony on Phoebe, one of the Jupiter's moons. This map is taken from the sixth Russian Doom Community "tuning contest", where participants had to improve a computer generated map while keeping the original layout intact. I've modified it a little since then, so it should work under PrBoom+ instead of ZDoom. -
Version
129 downloads
Megawad, based on "winter" theme from Russian Doom Community. The demons have decided to ruin the winter's fun of Christmas and New Year's celebrations to people, so your task is prove those stupid bastards wrong. The base of this megawad are 12 improved maps (map 01 - map 06, map 08-map 11, map 14, map 16) from speedmapping contests ¹5, which took place on 19.12.2010 on iddqd.ru forum. The rest levels were added some time later, some maps were seriously reworked, and others have been put in wad almost without any changes at all. Have a good game. -
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Quite specific wad of the russian doom community, consisting of 13 levels (no secrets onces). Attention to details and atmosphere is often "compensated" (in a bad sense of the word) by bad gameplay and a lot of dead-end branches. Maps are different and generally do not have a common style - the wad, which begins as pure surrealism, which was interesting choice, turns into a kind of collection of typical locations. After level 13 picture ends without any specific epilogue. Settings and other: * GzDoom. * Complex Doom. Wad has his own weapons, inspired by Duke Nukem, but I didn't like them. * Difficulty - "Ultra-Violence". * I did not collect 100% of secrets. * On M2 "Doxylamine Moon" you can find 3 keys, more precisely the yellow skull, red and blue keys. The latter must be used in the location with the clock, then in this place you can go to the exit. To get to the clock you can guide which is marked by the brown arrows on the road. The map indicates that there are 53 enemies available, but I've met only 9... Update: I see that it's marked as a bug in the description. Pros: + Atmosphere and sometimes soundtrack. + M6: Pandora's Box. + M7: Arena resembling a colosseum. + M11: Seaport. Contras: - New weapons sprites. - M2 "Doxylamine Moon" looks more like an arthouse object than a playable map. - Beside it's pros wad looks more like a "hodgepodge community pack" of random maps, designed completely by different people, rather than some complete/finished work. Wad was featured in "Top 25 Missed Cacowards"... But in my opinion there is no point for potencial Cacoward material here in such condition - you can find less/more good maps in long list of "fogotten for good" wads, but this isn't enough to take them back from the dust.
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Very solid 10 level pack. There is very interesting geometry / architecture in some maps, and really basic 90 turns and square rooms in others. This occasionally makes it feel as if the levels don't blend together properly. Monster placement is overall quite decent; there is a large amount of Archviles in some maps - but they are always 'politely' placed, and tend to do the job that they are supposed to, as opposed to being horrible cheese. Combat can be fairly tense at times on UV, as many of the levels are very cramped. I do not find this a bad thing. The maps themselves can be quite 'open' at times, but you will spend far more time in tight hallways than in fields, or large outside areas. Overall, I feel that this was a very solid attempt at a small level-pack, or 'Doom 2' episode. It does not drag, the combat is engaging and tends to stay relatively fresh, there is no 'map 07' clone either. That's always a plus in my books... :) I wasn't able to read what the author has stated about their maps, as I got this from 'iddqd.ru' - and I unfortunately don't speak Russian. Definitely would give this a recommend if you're looking for a quick romp through some relatively short / challenging levels. Solid [4/5] :)
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Plut is a Russian speedrunner who has released a handful of maps, mostly small ones like these. In Marbland, one learns that basically every room is bugged with some sort of point-blank trap, most containing just a few monsters. Both maps are relentless with these traps, far past skillsaw or the Casalis or whoever you consider trappy, to the point that I even started laughing. If you are focused on survival, the meta shifts towards preemptively deciding where to run upon hearing the fizzle of a teleport flash or the clunk of a lowering floor, rather than engaging the encounters on their own terms. But despite the crude staging, I thought the encounters themselves were consistently enjoyable and well made, like Crumpets stripped down, or cramped takes on Skepland skirmishes. (Now the name makes another layer of sense.) If you blur together the fights into an average pictorial representation -- like those "face of the average human" composites -- you'd probably get a 4.5-monster encounter with an imp and a hitscanner and a revvie and a hell knight, the latter with a suspiciously pink torso. Oh, that still leaves the 0.5 to account for, so toss in maybe half an archvile (the lower half of course) or caco horns mixed with pain elemental arms. Mancubi and arachnotrons are conspicuously absent, being too thicc to navigate these claustrophobic rooms. The aesthetics aren't bad. As the stamp-sized versions of the screenshots might hint, the attractive texture choices and pleasant combinations of natural colors go a long way. The looks don't hold up quite as well to closer inspection, though. Although there are nice-looking areas, the mix of assets in a scene can be sloppy, and distinct textures and flats aren't always separated in tidy ways.
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Don't mistake this 3 star rating for "average", because this wad absolutely is not. It's more of a "conflicted" rating. First off, the aesthetics / atmosphere of this map are fantastic. It's a single huge map set in a snowy Russian city. It uses many custom textures (including graffiti and posters) to help give the map a semi-realistic style. And the choice of music fits perfectly - very melancholy. The problem arises in the gameplay. The most noticeable issue is that all the monsters are silent. I thought this was an engine problem at first, but nope, this wad replaces all the monsters' wake-up and roaming sound effects with blank files. This is really annoying. It just makes the map more hard than it should be. And it exacerbates the other issue I had - constant teleporting monsters. Almost every fight on this map involves monsters teleporting in, typically in front and behind you. One can imagine how these two things combined lead to fights that feel unfair and trial & error. But still, I would recommend playing this wad. The level design is good, and as I said the atmosphere is great. But perhaps remove the blank sound files so you can enjoy it like a more normal wad. Also, I noticed some commenters complaining about lag. This is true for GZDoom, but in PrBoom+/GLBoom+ lag is not an issue at all.
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A level taking place inside a Russian space station, and the moment the TITLEPIC appears it would look like you're in for something that stands out. In terms of visuals and level architecture, Mir does deliver on that, featuring solid atmosphere with a great skybox and attention to detail on what would be inside a space station. However, gameplay is set to the side where instead of having fixed enemy placement, instead monster spawns are "randomized" and you'll encounter different monsters scattered around the map, meaning that no two playthroughs of the map will be the same, at least in theory. While this may sound beneficial to the map, this makes the map rather annoying to play since in cases you'll find a Baron near a door and immediately scratch off a good chunk of your health, or in other cases an Imp who would just be a pushover. The map is also pretty cryptic, such as there being five switches to press on a wall that would appear as a map for the space station, of which two switches would require Keycards and the other three are switches that open locked doors to make traveling the level faster. And while the map is great in visuals, the actual level design is cramped and the actual layout isn't good for gameplay. Add this to the problems just mentioned and Mir is a level that can be defined as style over substance, and personally the lack of substance made the map not really fun to play for me.
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Pizza Steve is...interesting, to say the least. It's a megaWAD full of slaughtermaps, many of which will have a monster count exceeding a thousand. The levels are huge and you're going to need all that room to run around the projectile spam. A recurring thing in many levels is meatwalls consisting of one enemy type. It's comical to splatter meatwalls consisting imps and zombies but less so when it comes to every other monster (especially Revenants and Barons). I'm at least grateful that there weren't any Arch-Vile meatwalls though you'll be facing those in greater number than any one player would like to see. Needless to say, it seems and feels like balance was an afterthought for this megaWAD. As a result of this lack of balance, it's a megaWAD that feels like it's more at home in a co-op setting though you can play it solo, provided you've got mad skills or do like I did and use an OP weapon mod like Russian Overkill, Guncaster, Trailblazer, or Doom Incarnate. Every level starts off as a cathartic blastfest but as you go through each level you may have to take a break from how huge the levels are and from the batshit insane firefights. You're definitely going to want to take breaks when you play through this. Would I recommend this to others? Eh, not really. I'm in the minority in that I love megaWADs like this (and I'll definitely come back to play this in the future) but even I found myself getting fatigued when playing through this and had to take breaks. If you're gonna play it, play it in either co-op or with your favorite OP weapon mod of choice (if you even use weapon mods, which if you don't, that's fine; you do you). Otherwise, you're not really missing anything by skipping this.
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Done with these settings: - Crispy Doom 5.3. - Ultra-Violence. - Continuous combined with pistol start mindset. - Saves every 10 minutes or so. A nice peculiar set of maps by authors from the Russian community. This is (mostly) an adventure lengthy episode that features an extensive package of custom cool textures, flats, amazing skies and other stuff to give shape to the story, which more or less revolves around the apocalypse. The design favors an hypothetical realism, apparently it begins in your nightmare, and when you wake up, you see humanity had gone forever. Truth of the fact is, after the first couple of maps (the second being a very realistic deserted city), it's hard to tell where the plot is going to, until the intermission screens vaguely tell the rest. Well, I'm not one who plays Doom for the stories. Anyways, in aesthetics, this wad wins the prize, the usage of stock textures in most maps is really beautiful, sometimes inclining to the standard OG Doom style and in other cases in impressive scenery, such as the giant cavern and several boats in map 11. A thing that characterizes Sacrament is the absence of light throughout the maps. The skies also contribute for that, for better or worse. It's not like you can't see nothing, but the moments you need to stop monsters like spectres it can turn harrowing, and I fancy darkness a lot. In fact, my favourites cases were maps 12 and 13, all the spooky ambient was darn intense to explore through. Sacrament also comes with a lot of music in ogg format, I believe part of it are Russian songs or tracks from other games. Either way I found them fitting, and weird sometimes, but that's ok. I'm not sure if the designers took inspiration from anything else, or if its approximation to Eternal Doom is mere coincidence. Probably not, considering the trickery in the second map, but a way to describe Sacrament in a nutshell could be "touristy". The maps range from mid to large sized and focus primarily on the visual-atmosphere department, and there's no complain on that side. They also require your inner explorer to take command of the situation in most maps, which not always is your standard key hunt, and the task becomes a mad search for what to do next in the sprawling non-linear affairs (not in the level of Eternal Doom, but close). In between, you get some smoother classical entries, with an iwad-difficulty tone in progression and encounters, even an obvious imitation of a TNT level. Speaking about monsters, it's light on threat for the most part, sometimes underwhelming in connection to the space, and other times you'll beg for some light to see your opposition better. Again, I'm not against the combat in very dark areas, it adds some tension, and at least while they're not loaded with zombies. On another side, the new weapon sprites were a bit of a letdown, looking dull and almost hard to distinguish, particularly the shotguns, and I don't know what the new BFG sprite is supposed to resemble, not that there was any crucial moment to actually test it. Besides, they fact they're not centered confused my aim in many occasions, but I guess crosshair users will omit that. Secret-wise, the more complex a map is, the more secrets you can find. This may sound redundant but for a secret hunter like me, it's been generally well received, though a shame when it didn't felt like a true reward: I would have liked something more blood-pumping after the skull hunt in "Doxylamine Moon", instead of walking around a second time to find a few shells to confront a weak invasion. Favourite map was 13, and maps 03, 06, 07, 08 and 12 were fun too. The only map I disliked was 04, not a fan of maps that ultra straightforward maps, nor when they deprive you from kills. The rest didn't impress me in gameplay terms, but Azamael's maps did on the artistic side. Overall, Sacrament is worth to check every deep nook as much as the human eye can see. For what typical Doom gameplay concerns -murdering monsters, then hit exit switch-, it might be wise to overlook this or part of it, as there exists an elder counterpart called "Da Will", but for a trip through whatever post-apocalyptic puzzle-ish context the wad takes place in, look no further. Oh and, mind using a Boom compatible source port for map 10 if you plan on maxing it. Anyway, my rate is 6,5/10.
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Version
46 downloads
I have made adrenaline hard WAD and it's called VeryHard. This WAD is probably harder than chillax, but don’t worry, is not impossible because I tested on level UV and it passable. Thinking job is necessary, because you need find tricks. If your skill not enough, then I have made difficult setting. Here some important information: 1. If you want play without or less using save and load, try play difficulty level "Im young to die". 2. This specific WAD works only on Zdoom 2.8.1 3. This map havent over 10.000 monsters. There are beetwen 1850-9000 monsters. 4. Your computer must have at least 4 GB RAM, or you try map with less monsters. 5. Advice: Try be experimental, try be strategy save size of battle area, try be tricky. A story: Marine is in a strange place, it seems he is near the gate to paradise. Angel - You can’t enter into paradise, because you have many sin. Marine - I will better stay here behind the gate, than going to hell. Angel - You haven’t chance to stay here because you haven’t a magic power to stand in this place. You will soon fall down. Marine - You fucking bastard, I have a lot of sin because you haven’t destroyed hell! If you destroy hell, you don’t meet people with any sin! Angel - We need forthright people. Marine - Ah, what!? You are just cheap Pussy because you are weak for beating hell!!! Where is god!!?? I want to speak with him!!! I show you, that you are a pussy!!! Angel - Calm down, I see you weren’t in the courtroom. You need visit courtroom before come to gate. Marine - Why you didn’t tell me in the very beginning?! Angel - God await for you on courtroom. Marine - Lead me to courtroom!! - Courtroom - God - Welcome.I have analyzed your story and you know a answer, but you have a request. Can you tell for all your requests? Marine - I’m sad… I supposed, that I come to hell… my request was a weapon that I can beat the demons, when I going to hell. I will fight to the death!!! God - You will get a weapon and you will get a magic “Russian skill”. With Russian skill you might pass most hard part in the hell.