Jump to content
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Job

   (10 reviews)

Guest

6 Screenshots

About This File

Doomguy can't stay focused, always having visions of an underground cavern with beautiful, shimmering, red and blue walls. Will he go back to work or drop everything to find the location of his dreams?

User Feedback

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest

Catpho

  

The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.

 

Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.

 

The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.

Share this review


Link to review
NuMetalManiak

  
it's only really a challenge for 100% players, where everything is connected with confusing passages and there are few supplies at the disposal. secret hunting does the trick quite well. super strange map.

Share this review


Link to review
yakfak

  
I made this and refuse to explain it to anyone who can't repay imagination with indulgence tbh

Share this review


Link to review
Guest

  
Nicely detailed map ruined by poor monster and item placement. This would have been great if you were given a weapon while you solve puzzles in the beginning part.

Share this review


Link to review
cs99cjb

  
I can finish this in 51 seconds without firing a shot. No monsters, just a perverse maze-like place full of big fencing and big computers. Why is the blue key next to the blue door leading to the exit? I can't tell whether this is an elaborate joke, terrible map design, or it simply doesn't work properly in ZDoom.

Share this review


Link to review
Guest

  
Medium-sized map with about average layout, texture use & decoration, and overall slightly below average ambiance. It has potential, but sadly the spectacularly poor monster placement ruins the gameplay completely. Understand that if some monster placement makes good gameplay, placing more monsters and removing weapons & ammo not automagically make gameplay better. As is the case here very clearly. It's a pity.

Share this review


Link to review
dg93

  
Insanely difficult. But nice detailing...

Share this review


Link to review
xnv

  
I finished it without shooting once 10/5 best new wad.

Share this review


Link to review
  • File Reviews

    • By D3rpyD00dlez · Posted
      I genuinely enjoyed this mod with its level design and music. It was challenging and interesting and it kept me playing a while after beating it to try to find anything. though I would say it was slightly repetitive and overwhelming with enemies at some moments.
    • By LouigiVerona · Posted
      Writing a review for Darkening 2 is tough. It's a beloved megawad, and for good reason. As many other reviewers have said, it is historically a very important project.   It was an important megawad for me personally. I fell in love with the first level in particular. The music, the realistic architecture, so reminiscent of the video games of the 90s... It all left a lasting impression. And it was one of the most beautiful wads I've seen at the time.   But I rarely played anyt
    • By Ofisil · Posted
      A competently made map, for sure, but fun? It's way too long and repetitive, with same-y combat & ambush scenarios used again and again, and with way too much enemies, and not that much of a challenge, even for me who isn't exactly fond of "SUPER HARD WAD #9263!!!!11!. You can cut the whole thing in half, and then cut THAT half in half, and it would be a better map. Is it bad? No, just a little bit above average, mostly because it drags a bit too long.
    • By MrSkeltal · Posted
      Generally good map design, but the difficulty as is the case with pwads tends to be uneven even on HMP, especially when you mix them with what slaughtermaps tend to be (monster spam). Too many parts where, after pressing a switch, you'll spend some time killing enemies only to realise the map maker tried to get cute and spawned a bunch of hidden archviles somewhere to start reviving everyone while you were busy wasting ammo. This is especially unfun in parts with very little cover where you'll b
    • By Ranger Qwerty · Posted
      I like the part where I pay for the numerous murders I committed by getting beaten up by either a Mancubus or an Arachnotron, it changed my outlook on Monster Priority. Thank you "Problematic" Revenant #7, I have yet to find a way to repay him.
×
×
  • Create New...