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Cuboid rooms with eye-hurting textures. So many traps that you just keep re-starting until you find the right sequence to do it in, otherwise the monsters are overwhelming; but my optic nerves burned out first. A star for including demos, but I wondered how he survived them until I realised they were not done at UV.
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Okey, this is scary. I play Ghouls Forest 3. I jump 4 feet in the air playing GF3. Yes, lots of jumpscares and quite scary atmosphere. Pretty good. Really like... really square, but intense and fun, bunch of weird crap at the beginning, I really did not understand crap the first 10 minutes. But with time and some youtube videos I learn quickly enough to go on and, I quote, Die and repeat, and finally win. Oh yeah, this wad is quite good killing you and your nerves. On final sentence, I enjoy it. .- ''Feel the pain one last time.''
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I'm not very good at reviewing so bear with me: If you want a quick and fairly easy WAD then this is for you. It starts out fairly easy as well as being fairly linear and than it gets harder as it goes on. It's also fairly short too as it took me about an hour or two to complete on UV difficulty in GZDoom using the Doom (strict) compat mode. The new textures were a nice addition although they were only featured in the last few maps. There are a lot of switches and "rising structures" (floors & lifts) but the placement of them is decent so they aren't a nuisance. The switches open doors or activate lifts that are pretty much right in front of you or in an area that you've just past through so the maps aren't that confusing (which is a good thing). The one thing that i did not like about this WAD was that the exits were not marked. I exited a few levels with only 50% or so of the map explored due to the exit just being a normal looking switch. In a map that has quite a few switches that activate doors and lifts, you need the exit too look different or at least have an exit sign above it imo. I did notice a few misaligned textures but tbh that's normal for 1994. Also, there are different sounds for weapons and some monsters as well that kind of annoyed me. I don't usually mind sound replacements and i know that a lot of early maps had them but this one just really got on my nerves at times. You'll hear GROOVY! a lot and it's not as cool sounding as Duke Nukem saying it, even though it is the actual sound clip from Evil Dead 2 (i believe). Other than that this E1 replacement played alright for a '94 mapset, having decent layouts and monster placements. I give it 3 1/2 stars mainly because of the exit issue that really bugged me and the sound replacement not being my favorite. [Oh btw, i played continuous. I tried playing pistol start only on a few maps but i just couldn't do it. I'm not sure if it's possible tbh. Maybe some of the weapons are hidden in secrets because i often found ammo in levels for some but not the weapon for it.]
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Infinity is the third chapter of the Serenity Series. Originally released in 1995 as a replacement for episode 1 of Doom. It consists of 8 vanilla compatible maps (no secret map). I played the episode on Ultra Violence using Woof on *vanilla* compatibility setting. The average difficulty is higher than Doom 1, but for the wrong reasons. The maps relies on, such things as mandatory damaging floors (which are recurrent on this series), abundance of sergeants and a lack of armor and health all through it. The previous entry had these issues on some of the maps, with map 2 and 3 being the biggest offenders; so I guess it is characteristic of the Serenity wads. Infinity follows the tradition of the previous entry with the use of copyright music. The episode includes an eclectic mix of tracks by C+C Music Factory, Miles Davis, Michael Jackson among others. The renditions are not bad, and give the wad a nostalgic feeling of early hackers coming up with maps for what was once was an emerging new video game genre The maps are a little basic for todays standards but they are still fun to play. One most approach to this old wads with the mindset that you are exploring an old design. They are not as polished as todays designs, the fun comes out of exploring them as a product from their times. 1. **Switch bored?**: a short romp through a wood base. Good use of shotgunners a couple of fun ambushes. The map is a little low on health and has some mandatory damaging floors which can get you killed depending on the hitscanners fights go. *Switch bored?* has the strange habit of having secrets thrown around on the normal route. 2. **Say jazz to another excess**: a shotgunner heavy map set on a tech installation. The most memorable section being a maze full of elevators which makes you choose between different tunnels. The rocket launcher and the baron of hell are introduced on this level. For being such as a hitscanner level it is certainly missing some armor or medipacks. 3. **Beat it!:** The best level so far. Aesthetically it is all over the place combining tech sections with wood and marble, but from a gameplay perspective it much more forgiving than the last two. The plasma rifle and green armor are finally introduced here. Similarly to the first level it is full of nonsensical secrets which are flagged as you progress. 4. **Everybody frag now:** Combat heavy scenario, simple buy very fun. The BFG is introduced on this level albeit I did not got a chance to use it. There is an interesting section near the start in which you fight enemies inside a waist level maze. 5. **Dungeons of doom:** Sewer kind of level. Very easy and combat oriented, due to the cell ammo you receive. Very nice ambient song. 6. **Who's afraid of red, yellow and blue?:** after the triad of combat heavy maps this one is much slower paced and puzzle oriented. Doomguy explores a very abstract map while trying to find the necessary keys to get out. Did not like this one very much. 7. **Blaze of glory:** an ok level. Not very memorable. 8. **Stargate into infinity:** an arena shootout level. Nice design in which the main arena expands during the fight. It tricks in to believing that the bruiser brothers will be the final boss, nut once they are killed the level opens up for one final section. Is it worth playing Infinity today? It depends. The levels are basic and occasionally difficult for silly reasons, while also being short and charming in their own quirky way. Compared to some other maps from 1994 and 1995 this one is not as polished as Fava Beans or Slaughter Until Death but it is certainly better than something like Serenity. On the other hand, if you compare this to todays maps there are some design decisions which are not expected after almost 30 years of mapping. The (ocasional) lack of health and the mandatory exploration through damaging floors can get on your nerves easily. Compared to some other stuff from the early nineties this gets 4/5 stars, compare with some map sets from today it would be around 3/5.
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Alright, so, what can I say about Memento Mori 2 after finishing it and the first one? Well, first of all, the levels are more beautiful, visually it aged noticeably better than the original and uses more custom textures, some already seen in the original. The music is on par with the original. The levels themselves are overall better designed for the most part, but here is where the problems make themselves known. MM2 is clearly designed more for co-op than single player. This starts getting very noticeable after MAP24. Whereas the original had a few maps that dragged on, particularly at the beginning of the wad, this one drags on extremely bad after MAP24. Not just that the maps are starting to become huge and with hundreds of enemies and very annoying traps, it also starts becoming more confusing and tiring, MAP27 being the worst offender. The main tower in MAP28, or rather the overall level, is unfun as well, doing a poor job at keeping you entertained for the most part, save for a few areas where you also get an Invulnerability, but not on the edge of your nerves like MAP27 does. Eh, the traps don't go crazy at least. Post MAP24 levels simply become tiresome and no longer bring much pleasure. The war of attrition also gets real in some maps, MAP27 still being the best example, giving you lots of rockets and some health to recover from the orgy, if you manage to find the secrets, but not much else. Without locating the secrets it can be extremely infuriating and especially difficult to finish, hence me actually forcing myself to finish the wad, it was very tempting to just can the whole thing after reaching MAP24 because it ceases to be fun at that point, turning instead in a struggle for survival. Like I said, MM2 makes it very clear that it's more co-op/multiplayer oriented and not very suitable for solo, or not on UV anyway. Unlike the first MM, I managed to locate both secret exits and I must say that for secret levels, they're pretty easy, which is very surprising. I can't compare them to the ones from the original MM because I failed to locate any of them there. I also don't have any favorite maps to my surprise, I like most of them, and even the maps that drag on like hell are not bad themselves, just not suitable for playing solo, but can't exactly pick any, whereas City of the Unavenged from the original was easily my favorite, here? I'm not sure... Either way, all things considered, it's a solid wad and a great sequel to the original. Worse? No, but then why the lower rating? Well, simply for not providing a solid experience in SP towards the end, so if you want to play it solo like I did, it doesn't really work anymore when you're about to finish it. It drags on and the difficulty also spikes nastily.
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Here comes my first "real" slaughterwad, woo. Played through PrBoom+ on HMP. Indeed, I have played them backwards, starting with the latest (at this time) and making my way back to the first in time. So, where to start? With the beginning of course. First things first, SF3 is the third megawad in a series of slaughterwads, as the name explicitly states. It features a new menu background, textures, music (mostly), status bar, a new infinite BFG which comes with some pretty bad sounds and a very cheap looking texture, like a simple red overlay was applied to the standard sprite, but no new enemies, ENDOOM screen, or other sounds. Similar to the previous entries in the series, the megawad features the works of multiple authors, all centered around slaughter combat but each with their own unique style and theme. Some maps feature more "advanced" (to say so) design with some engaging puzzles or sections, while others are relatively more straightforward, focusing more on the combat and not so much on the other aspects. The fact that it features the works of multiple authors, each with very different styles, is unfortunately also the biggest flaw of the megawad. In other words, the quality is inconsistent, especially later on, the first half doesn't suffer from this as much as the other one does. Particularly, the maps designed by cannonball seem to be of noticeably lower quality than those of the other authors. Luckily, they are still mostly fun, so they kind of get away with the gameplay (which, sadly, still pales in comparison to other mappers), but not with the aesthetics. If I am not mistaken some of the levels made by him also include remakes of a few maps from Hell Revealed. They are pretty faithful to the style and gameplay of the originals, but also feature some dubious changes, most notably in the encounters with some incredibly unforgiving monster placement near the end of certain levels. Other problematic maps seem to be those created by TimeOfDeath. Not usually lacking in the department of aesthetics in general, except for a few areas in MAP29 that feel very out of place compared to the rest of the levels, their biggest problem is without a single doubt the navigation and the cryptic puzzles (or obtuse progression actually). The worst offender is going to be the previously mentioned MAP29. It starts well, but the problems make themselves known almost immediately. For instance, the way to the red skull is completely cryptic. Frankly I think most players will spend an hour if not more trying to figure out how could they possibly reach it. Then comes the exit, which might be easy to reach, and sadly so is missing the switch that makes it accessible. My advice to people who are not familiar with this map (or potentially style, if MAP29 is very representative of his style. I myself am not familiar with it), just ask for help, read a guide, or watch a video, just don't proceed to the map blindly like I did, it took me an entire day to figure it out, and that's thanks to the help of some people and a video, otherwise I would've just skipped it altogether eventually, it's so frustrating I would've eventually given up if it wasn't for the help. Don't do yourself a disservice by testing your patience and nerves to the maximum with this map. On the technical side of things, at the time of writing this review with the latest version available for download, MAP16 has a broken exit, the switch that activates the exit cannot be reached, so if you end up playing the bugged version, after you're done with the last area just skip to the next level using -warp or something. I'm also unsure whether the Cyberdemons seen in the starting area of the map can be killed or not, but they do seem to count towards your total amount of enemies killed (without them, the best you could do is 360/362). There shouldn't be any more major or game breaking glitches in the megawad beside this one. On the positive side of things, my favorite levels are going to be those designed by Demonologist. They're fun, beautiful, mysterious, and incredibly atmospheric. They're also using Quake textures, having the best of both worlds. All in all, it is a good megawad but it does have its major flaws. Frankly, I would actually recommend this to someone new to slaughter, but not before experiencing Alien Vendetta, Hell Revealed, and at least MAP24 and MAP26 of Scythe in order to get a taste of what slaughter is like. Maybe a few of the later levels of Ancient Aliens too, such as MAP18. My final rating is going to be a 3.5/5, but I decided to be generous this time and give it 4 stars rather than the probably more fitting and accurate 3. It's worth your time, but do keep in mind a few things I've mentioned above before starting.
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STRAIN has quite a legacy, although for me it's not a good-playing megawad. the custom monsters are nice to fight, although aside from the white baron there's not one custom enemy that's really tough. the drones are slow and their revenant rockets even slower, while the doppelgangers (lost souls) are really easy. the minister of pain (mini-cyber) has a bit of scare to it but not too tough, same with the chaingun cubes. the blood demon is annoying because he tends to survive direct SSG blasts to the face which isn't cool. the white baron though? his attack frames are broken which I really hate. for the weapons, the psychic blaster is actually quite fun although difficult to use, while the plasma gun replacement has a low ammo count but the gun itself is pretty damaging. unique sprite for it too. also love the faster pistol. on the subject of everything not pertaining to custom content, the overall gameplay tends to get me lost. MAP02 for example is a warping castle, which got on my nerves, while MAP06 and its tunnels are just bad design. some annoying puzzles exist (MAP21 although you can skip it all, and MAP31 with its specific order for getting the secret exit), and really annoying gimmick moments happen in this set, which prevent it from being truly amazing. some maps like MAP08 and MAP27 are pretty good. a lot of STRAIN's levels are varied, you can get some of the big ones like MAP08 only to follow with some smaller ones. two maps are also in Dystopia 3. some maps are unfortunately quite bugged. I get how great it was for a partial conversion but some things here really didn't click.
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Version
12 downloads
Labyrinth randomly generated with a neat little program I found. Before it was a Doom 2 level, it looked a bit like something from Larn. :) The thing here is, the maze is one continous sector, so all the guys hear you from the very beginning. It can get a little nerve-wracking in there, since the imps all hiss at the beginning, and then start hunting you. When they see you, if you don't see them, they'll claw your back and you'll jump out of your chair. :) -
This wad is a fucking failure! I mean, you don't just STRIVE to make a bad wad, but Paul had the nerve to waste 20 minutes of his life to make this and upload it to the archives. I bet Ice59 was contemplating suicide when Paul made this. I would too, if I had to "sit patiently, watching Paul make this."
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I worked with Jean-Serge on OTTAWAU, but I was just the "lighting guy". I figured out shading interpolation and effects, while keeping the level consistent and interesting (and scary). We used UUCP and FTP to share our WAD changes, on a server hosted by the real O.U. over a couple of months to get the design finished. Working on the level was challenging and loads of fun and a bit nerve-wracking (Jean-Serge had a lot of brilliant levels and was well-known, I was NOT). I loved every second of it.
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Joe-Ilya clearly doesn't know how to balance a map. It seems like he tried to cram as many monsters as physically possible into a 1024x1024 space. The maps are not well designed at all, I think Joe needs to spend a lot more time on each map, as this gives me the impression that Joe-Ilya shits out a map every two hours without thinking about the quality of it. And he has the nerve to give this five stars! Joe-Ilya, why?
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3 downloads
The forth of the DANDY Deathmatch series for DOOM ][. Ok, I have decided that, since DOOM is going to be old news soon (with QUAKE comming out next year) I am gonning to make at least 10... hopefully more. Number 5 is already getting close. --==================================-- This level (and series) is designed for nothing more than DEATHMATCH, and this one for particularly fast DM. NO ARMOUR or HEALTH bonuses. (except one little on in number 4 ;) Don't complain until you play, this makes for a much faster, furious, closer and alround more fun DM. Once your down your down there isn't anything you can do about it, and this calls for different tatics. ENJOY IT!!! Sorry 'bout the lack of plot!!! :) Dandy 04: This level is an outside arena, the "2-way elevators", make this WAD somewhat special. It adds an entire new feel for DM. Makes you check your arse alot while you are waiting for an elevator... very nerve racking! WEAPONS/AMMO: Shotgun + some shells Chaingun + some clips S Shotgun + some shells Rocket + and a couple Plasma + NO cells BFG 9000 + NO cells -
These maps aren't the greatest looking and have some (sometimes serious ex:map05)faults.But gameplay is extreme fun.I'm sure the doom monsters feel at home in most of these maps. The uncommon use of powerups, the weapons and search for them, the restless monsters, environmental hazards all add to unusual great gameplay. Even with out great skills (but with great nerves) you can finish 1/3 of the maps in the first run. Others are hard or deceiving (06) if you don't know them. 5/5 coldfusio
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Very difficult due to the sheer number of shotgun guys (don't expect any variation in enemies or anything else) and the lack of any health or armour. I gave up after about 5 attempts. The doors are from the WTF school of architecture and every street and building looks the same. Also the music really got on my nerves.
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It's OK, but I liked the theme, design and gameplay of the original sin city a whole lot more, I must say. This is alright, although the lifts took too long to get up and I got stuck as well so finally I lost my nerves and idclipped through to the exit. The usage of zdoom features was nicely implemented, though. 3 stars. -TeH NexuS
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This is an excellent level for mid-1995, and it's still good fun nowadays. The design is simple and there are plenty of monsters. The gimmick - a voodoo doll - is basically pointless, though, and the level is clumsy at times (you miss a lot of the monsters unless you go through the level twice). The new sounds are decent although they get on my nerves after a while.