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  • The /newstuff Chronicles #292


    Dittohead

    With a renegade /newstuff reviewer on the loose, I take the helm once again to resurrect the glory of the /newstuff chronicles reviews. Unfortunately for you, the Doomworld faithful, this issue is riddled with a lot of bad, some weird, and little good. You had to wait for two weeks, so you'll read this anyway - just like a teenage boy who's been baited by the looks of a hot young lady, only to be turned away for the captain of the football team and a bottle of Tom Ford's Amber Nude fragrance. So cruel.

    • Noob Project Part 1- military installation - Lupinx-ressurected
      ZDoom Compatible - Solo Play - 21 kb -
      In the txt file, the author explains that this is his first released map and therefore should only be subject to constructive criticism. Now, part of me would love to belittle this thing to kingdom come, however, this is a first release and so I'm gonna go ahead and be good cop (I'll save the bashing for deathz0r or AlexMax if they want to chime in later). First, the level is designed to be used with ZDoom which is normally great; unless your idea of great are repeating particle generators and monster fade effects. With all of the great things ZDoom can do for a wad, why stop at two small, unimportant features? The second thing that you will notice is how plain, and in some parts, downright ugly, the map is. Texturing seems to be random at best and most key doors are not marked. The map also suffers from common first timer mistakes such as slime areas that don't have a radsuit nearby and completely illogical level progression with lots of rooms that don't look right.

    • The Biovite Project v4.0 - Milian
      ZDoom Compatible - Solo Play - 15948 kb -
      The Biovite Project is a ZDoom based partial conversion for Doom II. However, the level set comes off as a creative 1996 mod with ZDoom effects and new monsters thrown into the bunch. The level design is very basic and blocky, while creative considering the limited experience of the mapper. Gameplay seemed a bit tricky at first, thanks to large open areas with hitscan enemies, but later became easier as I was entrenched in the cramped corridors under the facility. Some of the new enemies are a general pain (I'm looking at you, miniature raptors), while others are flat out goofy looking. I can't knock the author for trying to come up with a creative idea; however, I hope his future releases are more refined as there is plenty of room for improvement.

    • Impossible: A New Reality - JK
      ZDoom Compatible - Solo Play - 1403 kb -
      A ridiculous story to match a ridiculous wad. At first, this wad seems like a fun and novel set of mazes that largely owe themselves to a déjà vu effect. However, the longer I played, the more frustrated I became with the tedious gameplay and the ever-taunting silent teleporters. The gameplay seems to be tailored to that of the author with nobody else in mind, including the general public of Doomers. Nevertheless, the texturing and visuals seem to be well done and a consistent theme is carried out through the map. I can appreciate the elaboration the author went through to create this wad, but it really isn't all that fun. I suppose it's impressive from a technical point of view, but not much else.

    • 125 Skins - Daniel
      ZDoom Compatible - n/a - 5021 kb
      A compilation pack of skins for ZDoom. I don't really use skins ever, so there's not a whole lot for me to say here other than that if you're looking for a bunch of skins for ZDoom, this seems like a good pack.

    • UD Speedmapping 1 - Dean "deathz0r" Joseph, Ralph "Ralphis" Vickers, RottKing
      Limit Removing - Solo Play - 176 -
      The most entertaining portion of this small level set was the titlepic, which kept me busy for just a few minutes *ahem*. With that aside, these levels are just downright bad, which is what you could possibly expect from a speedmapping contest where the contestants are jackasses (I kid, I kid). I know that deathz0r and co. are more than capable of what is present in this level set as the txt file states that the wad is intended to be a collection of 3 maps that were all made in speedmapping fashion within a 1024 grid size. There are too many errors to count, although they almost seem to be blatantly added just for kicks. I also realize that this set is probably a mockery unto itself, but not even that can wash out the nasty taste this wad leaves behind. Although, map03 really wasn't all that bad... but still not good.

    • Moggo - Ruba
      doom2.exe - Solo Play - 12 kb -
      Usually I try to have a little more tact when I give a bad review to a wad, but this one I cannot resist the urge. This level sucks. There's not much explanation in the txt file, so I can only assume the author doesn't give a damn. If you like stupidly challenging Icon of Sin levels with a retarded amount SSNazis in a hallway, followed up by a cyberdemon, then this level is for you. All others, avoid.

    • Lunar Base - Andrew Manninen
      doom2.exe - Solo Play - 109 kb -
      EDIT: This isn't actually a 1995 map. There was a bug in the /idgames frontend parser that made it look like it was this map. The "Lunar Base" reviewed is actually from 2006, but is apparently about the same quality as a typical 1995 map.

      Most of us cringe a little bit when we read the word "funduke" with it's association to any Doom wad. Despite what the txt file says, this map runs on map05 instead of map01. Unfortunetly, this is another 1995 map brought back to modern times for a round of scrutiny in the /newstuff chronicles. As with most levels from that era, this wad suffers from largely square rooms with seemingly random texturing together with limited connectivity. If you're in the mood for nostalgic trip back to 1995 when all that was required to make a good wad was a start, an exit, and a couple enemies, then look no further. Otherwise, nothing to see here.

    • dhe30src.zip - Jon Dowland
      doom2.exe - n/a - 85 kb
      This is the full source code for DeHackEd version 3.0a. Uploaded to /idgames for historical and archival purposes. And suprisingly, the best item in /newstuff this week.

    • Sniper Scope - xbolt
      Legacy Compatible - n/a - 4 kb
      A sniper scope for Legacy attached to the shotgun. Although equipping a shotgun with a sniper scope seems ridiculous, it works fairly well.

    • Ni'mrod: Hell on Exdeus - Adam "Homer" Wood
      Skulltag - Solo Play - 738 kb -
      This wad requires the add-on "Nimrod: Project Doom" which can be obtained in the /idgames archive. Having never played the original release of Nimrod, I was initially impressed by the base provided to make the wad playable. The usage of new textures, weapons, and enemies made available from the original wad was a nice touch. Even the music has a little kick to it. And while the wad is extravagently detailed, there is little flow or connectivity which is the hallmark of Homer's work. Oddly enough, the three times I have been a /newstuff reviewer, I've had to review a wad by him. And this wad is much like any of his other maps: lots of detail and semi-innovative features with mediocre gameplay and fairly linear level design. If you enjoyed Nimrod: Project Doom then give this a go.


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    What the fuck, people are still talking about NeoDoom? I thought this would have been dead and buried by now.

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    Apparently, Neodoom is good enough that one reviewer's scathing remarks can't spoil its following.

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    The name "sniper scope" is a misnomer when applied to a shotgun. A shotgun is not a sniper weapon and "sniper scopes" are only availible for rifles.

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    GGG said:

    Apparently, Neodoom is good enough that one reviewer's scathing remarks can't spoil its following.


    WHAT scatching remarks?

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    The whole debacle about NeoDoom has little to do with the wad itself (that is playable enough, if some of the extra weapons are a bit superfluous) but has much more to do with the attitude of it's creator.

    (Ok, there might be an issue with all the resources he uses without asking their creators or giving proper credit).


    Let's just say that some email correspondence between this person and the Doomworld staff has convinced us that he remains permabanned.

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    Naked Snake said:

    The name "sniper scope" is a misnomer when applied to a shotgun. A shotgun is not a sniper weapon and "sniper scopes" are only availible for rifles.


    I beg to differ. "Snipe : to shoot at individuals as opportunity offers from a concealed or distant position: The enemy was sniping from the roofs." You can snipe with a shotgun, especially if using slugs. However, if you're using regular shot shells, and using a full choke, you can still hit out to 100 yards. So as long as you're concealed, you can still snipe with a shotgun. Sniper scope isn't even a real term, a scope is just a scope. If you snipe with a weapon that has a scope, that doesn't make it a sniper-scope. Hell, you can snipe with any weapon, handguns included. As long as it's from a concealed position, it's sniping.

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    kristus said:

    Jello: You can't do that with a shotgun though, since the weapon got a very limited range.

    Reread his comment, understand it, and then see that he already addressed this point.

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    Bloodshedder said:

    Reread his comment, understand it, and then see that he already addressed this point.


    TBH, I didn't read his comment at all. But you're right, and I suppose he is too. I am no gun buff so I can't speak much about these matters. (for instance, I didn't know until about 2 minutes ago that there even was something such as a "shotgun slug" ammo)

    But after reading up a tad about shotguns on Wikipedia, I'll just go sit in a corner and mind my own business. :p

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