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Roofi

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  1. Year 2 Month 12 Day 04 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] YOUR MOM by @gggmork, @TimeOfDeath666 (Chris Balch) (2010) Only the wisest of the mankind will be able to understand this refine form of humor and map design. Joke aside, "YOUR MOM" is a shitpost in the shape of a slaughtermap. Your mission will be to eliminate 1800-1900 enemies pullating inside a network of caverns displaying "YOUR MOM" on the map and training your 2-shots-BFG skills inside the giant penis made of flesh. As other janky slaughtermaps built by those two mappers, especially TimeOfDeath, cells ammo are so abundant that you can kill whole humanity twice and still not lacking of cells. And of course, medkits and stimpacks suck. Take a megasphere if you get a little scratch instead! I like this map because it shows that the ultimate goal of a slaughtermap is not necessarily to be a series of hyper-difficult battles requiring precise strategy or gigantic, over-detailed scenery, but just kick the shit out of a ton of enemies with big guns. It is as if I had in front of me a punching ball and that I took a pleasure to give big punchs in it, except that I throw balls of BFG in abundance here until I see tons of corpses littering the ground. Still, ToD/ggg's maps are really intimidating if you're not a bit used to slaughtermaps , but I guarantee that "YOUR MOM" figures as one of their easier works. Your worst opponents will be the gang of arch-viles that you will frequently meet but I repeat : ammo and health are so ridiculously prolific that camping becomes a reliable strategy, no matter how many monsters the viles had ressurected, except when it concerns barons of hells. Is YOUR MOM a good map? Objectively I'd say no, but from my point of view it's a fun hobby. I've got a penchant for this kind of crappy slaughtermaps, as long it's unbalanced in favor of the player. I stop here for today. Grade : B (14/20)
  2. Year 2 Month 12 Day 03 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] Blood World by Ivar @jallamann Remøy (2004) Even as a vanilla maniac, I have to recognize that gzdoom's features can push Doom's level design to eleven. This modest blood-filled crypt or wine cellar shows an elegant usage of 3D floors and other effects. The first part of the level consists to build a real 3D bridge in order to obtain a blue key. I like how this kind of progression emphasizes the pools, which are now transparent and swimmable. "Blood World" exploits well the zdoom features because they don't exclusively serve comestic purposes , but create a 3D environment, as if you're playing a map from Quake. If I put the features aside, "Blood World" keeps a "classic" appearence as it exclusively uses the resources from the IWAD. It's not extremly detailed but the consistency is here about the theme. Nothing really remarkable to note about the combats. They stay tame all along as most of the enemies are just imps. The yellow key's trap lock you in a fight against several teleporting cacodemons but average dodging skills suffice to survive. This map is interesting for its use of gzdoom features, which haven't aged too much as they are parsimonious and blend well with the map's theme. Grade : B (13/20) [2] Full-on Deathmatch Chubbie by Shadoe (Level Design); Shade (aka James Wilson) (Construction and input) (2005) This primitive deathmatch map designed in 1994 delivers several hectic encounters in case you play alone. You start in the green room and a handful of cacodemons and barons of hells are ready to chase you while you have just a shotgun and few shells in your pocket. You'll especially meet a lot of demons, notably a Spider Momma and a Cyberdemon in the large lava-filled battlezone. This map is made of disjointed arenas of different colors, linked together by teleporters. The green room serves a bit as a hub as you can find a rocket launcher and enter in an extra area containing all the ammo you need and a green armor. I really doubt this level plays well against real people but the presence of monsters help making this map a bit worth visiting on singleplayer mode. [3] Lost Cities by Michael Wheeler (1996) "Lost Cities" contain two maps that could have been a lot more interesting if it didn't suffer from stupid decisions from its author. The first map takes place in a sort of underground lost "city" (i.e several buildings) and the second one in a large circular canyon. First of all, I'm in the camp of those who think that custom sounds contribute to the charm of old wads but in that case, they harm the overall experience. The new sound for your pistol and chaingun will make your ears bleed because it sounds like a laser sound from the Atari 2600 and I'm perhaps too gentle when I affirm that. The teleportation's sound is now replaced by the noise of a flushing water closet.... Classy. These sound choices prevent us from taking this wad seriously. There's nothing well thought-out about the combats. The author contented to arbitrary place mostly zombiemen, mancubus and ... pain elementals. I guess this mapset is a pain in the ass to play in modern ports because they break the cap of 19 lost souls present at the same. The meatballs will not cause a lot of trouble if you play in cl2 or on the original EXE as they quickly become inoffensive. The visuals are very rudimentary, although the canyon in map 02 remains convincing. Nevertheless, progress is occasionally obscured for no valid reason. Most of the time, it's a matter of finding an elevator that doesn't look like an elevator. I like the idea of exploring places abandoned by humankind, a bit like "Lost Civilization", no matter if the execution isn't up to scratch. Nevertheless, the author has decided to make a mess of things by making some dubious choices. It's still playable, but I wouldn't recommend it to anyone. Grade : D (6/20) [4] Mappy's Inside Story by @RottKing (2016) I partially agree with the comment published by Demonologist on idgames : "Mappy's Inside Story" seems to be a tribute to gggmork's style as it's a very boxy, ugly on purpose and, above all, extremely disorganized so as to create an indigestible monster salad! However, while it manages to keep the player constantly under pressure, specifically because of the roaming cyberdemon and viles, the combat design isn't as dynamic as ggg's maps. I didn't play all his maps, but I particularly remember the walls lowering everywhere, constantly revealing hordes of enemies and a copious usage of stairs. The combat zone presented here remains fairly flat, and the map is inert when monsters are removed. However, all the sectors lower towards the end, creating a gigantic lava lake, which is quite spectacular! Fun map overall that I'm not really sure to want replaying, but still a welcomed several minutes adrenaline. Grade : C+ (11/20) I stop here for today.
  3. Map 17 "Sacrilege" Sacrilege was a disappointing penultimate map that didn't feel enough "finalish" to me. Let's start with the good points. As some people said, Chris Harbin had some skills at creating large memorable areas with few sectors. The central courtyard is the landmark of the level as it leads to all sections and it highlights the ominous red sky that scream "You're in hell now ! Prepare to die !". However, both keys' section lack of interest as they consist to randomly built tech-bases with unengaging combats designed on-the-fly. Am I supposed to be scared by a gang of teleporting imps at this point? Some arch-viles show up, but you don't need much strategy to defeat them. Music makes me feel like I'm on a mission that's riskier than it actually is. A cyberdemon inhabits the central courtyard but you can easily let him asleep until you obtain the easy-to-find secret containing the BFG. As for the last section, this is what the level should have looked like all along: infernal caverns surrounded by lava. Not the most imaginative theme, but for a penultimate map, it would fit like a glove. A "Hell Cauldron"-like map from Hell Revealed 2 without the high difficulty. I like the final section but the small platforming was more tedious than hard. This little passage tests your patience rather than your precision. Overall, "Sacrilege" was a decent map but it doesn't exude ambition. Grade : C+ (11/20) Map 18 : Die Heuschrecke Without surprise , "Die Heuschrecke" is a tasteless conclusion involving an Icon of Shit but the latter is so easy to skip that I didn't have the time to be annoyed. I can't dislike this map. I just consider this map has a filler, showing that Chris Harbin ran out of ideas and it was time to finish with this piece. The surreal floating platforms look cool though but that's all. Grade : C- (8/20) Overall opinion of Operation : Biowar The question to ask is, "Is Biowar a good wad?" Frankly, yes. For a wad released in the late 1990s, quality and consistency manage to maintain a certain consistency. Megawads like Hell Revealed or Memento Mori tend to have big flops in the mix. Far from thinking that Biowar has stood the test of time, no level currently suffers from major level design problems. There are a number of fillers, but the overall project is fairly solid, making this wad particularly accessible and easy to play. I have to say that Biowar looks like a convergence of influences between many, including Memento Mori I and 2, TNT evilution , Eternal Doom and other blockbusters released during the 1990s, but this wad feels much more conventional in its execution, which makes it more enjoyable to play than the wads I've mentioned. Memento Mori is too community-oriented at times, and the adventure aspect is too disorientating in Eternal Doom and TNT, for example. Chris Harbin succeeded in mixing adventure and action in Biowar. The megawad is easily finished in 2 hours, which is a decent, if not optimal, length. Within these few hours, Biowar manages to take us to a number of different locations, including a volcano, a dense forest, ordinary bases and even a few hellish places. Despite a particularly low challenge, this wad manages to immerse me in a kind of story, unlike other megawads which tend to be more of a "compilation". I don't think biowar has enormous replayability, but it's a typical case of a little adventure-oriented wad that's easy to play if you've got a few hours to kill. And for lovers of vanilla compatibility, it's a small classic. I think the main "detriment" that prevented this wad from being more popular was not reaching the sacred 32-maps format but honestly it wasn't necessary at the risk of more fillers. If I could give this wad an overall grade, it would be a B. There are a few hits, such as map 13 "UAC Prison" and map 15 "Heat", as well as a few not-so-good maps, such as the last two, but overall it's still enjoyable. Nothing breaks the ceiling, but no disappointment there. Above all, Biowar remains a wad from the 1990's. About the grades I gave : one A eleven B (4 B- ; 5 B ; 2 B+) seven C (2 C- ; 1 C ; 4 C+) My three favourites maps : 1 - Map 13 "UAC Prison" (17/20) - Really furious level in which the combats were way less procedural than the rest of the megawad. An exemple of "Proto-slaughter" kind of map I like. 2 - Map 15 "Heat" (15/20) - A heroic adventure inside a beautiful volcano full of hazards. 3 - Map 10 "Dark Forest" (15/20) - This map felt like a relatively peaceful stroll in order to reach the icy lands of Operation:Biowar. Really like this map for its outdoors settings. And the three worst ones : 1 - Map 18 "Die Heuschrecke" (8/20) - A bland IOS map. 2 - Map 07 "Apparatus" (8/20) - While I appreciate the idea of not following the usual mancs + arachnotrons trope, the combats remain poor for the most part and the progression annoyed me a bit. 3 - Map 02 "Terror Core" (9/20) - A bland and brief hub-based map. And the three hardest maps : Not needed. Even my grandma can beat this wad. Thanks for reading. Good luck with Equinox ! My reviews stop here for this month.
  4. Year 2 Month 12 Day 02 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] Frozen Time by Alexander "Eternal" S. (2012) A legendary map I already played in Day 7 (24th march 2021). Here's my first review : "Well, I fell on a true classic ! Frozen time consists of exploring a large castle lost on the huge ice floe. Like many Russian wads, ice is the central gimmick here. Eternal does not lie when it says that a good PC is necessary. My PC was pretty laggy even though it's not even 20 years old. I had already played this map last year. It's very nice to play again. However, it's far from my favourite wad in Eternal. I think this map has aged rather badly compared to other works such as Epic 2, Gravity or Hell Ground. I find the choice of textures a bit random, or rather that there are too many different textures, which breaks the harmony a bit for my taste. As for the fights, they're not very exciting and are made less pleasant by the FPS drops. Anyway I really like the alien base at the end. I would have liked this part to be more developed." I was a bit too rude in my first review. While Frozen Time still stands below other Eternal releases such as Hell Grounds and Epic 2, it's still an epic large-scaled map that Eternal built in only three weeks ! Frozen Time is also an example that Mark Klem's discography hasn't aged a bit . His music fits so well with old and new releases ! Replaying this map also reminded me that Eternal is a master at transporting us to exotic places we'd love to discover. Grade : A (17/20) [2] Doom 2's Consumed earth by Various (2015) "Doom 2 Consumed earth" is what it might have looked like if ID Software had done an "Episode 4" for Doom 2 like they did with Ultimate Doom. Everything from this wad comes from DOOM2.WAD except an added orange sky depicting a devastated city. This combined with a ramped up difficulty and extra details give "E4 vibes" to this vanilla compatible episode of 7 maps. This episode was made by 4 mappers : 40oz, Walter Confetti, NxGangrel and joe-ilya. All of them have a penchant for classic-oriented Doom but "Consumed Earth" still manages to keep a consistent style , except for map 01 and map 04 that actually are giant junkyards. I guess those were made by joe-ilya... Anyway, you'll quickly notice how spicy this mapset gets at the the very first map. Most of the maps contain at least one cyberdemon and more generally the layout are more densily filled with small armies of foes. After playing hundred wads, maps like these fail to scare them but ammo and health tend to get scarced, specifically in map 04 where I was about to die. Moreover, be clever by how you use the green armors because it's rather rare commodity. In any case, the maps are of reasonable size and you'll never really have time to get bored. I'll make an exception for map 04, which is the only one I really didn't like. It's too long, incoherent and has a sandbox progression that makes me feel like I'm in a junkyard. I'm really happy by the decision to respect the vanilla limits. Moreover, those didn't prevent the authors to add more details. The cities in this wad therefore look more convincing and I'm a fan of the brown color. Looking at beautifully decorated brown places is good for my eyes. My favourites maps are the two last ones : Wicked City and Home . The latter are more realistic. Wicked City takes place in a devastated city and Home in a totally invaded neighborhood. Another aspect that I like in this wad resides in the music selection. It looks like some author deliberately decided to use the most unpopular midis from Doom 2. Seriously, this must be one of the only times I've heard the intermission music (when you finish a level) in a map. It's not music I like, but I get to hear it in its entirety... Another exemple is the last map that uses the music from "Barrel's of Fun" Unless I'm wrong, it's also not very appreciated for its very gimmicky side. All in all, Consumed Earth was a great find. I didn't always agree with the level design choices, but a vanilla episode for Doom 2, using only the resources of the Iwad? I'll sign it! Grade : B+ (15/20) The next file is The Journey ver. 1.1 , a Doom II megawad by hervoheebo. I'm lucky but I don't have the time to play this, so I stop here for today.
  5. Map 31 : Juggelo Funhouse A funhouse seems to be the most suited place for a secret level as it's colorful and favourable to odd ideas that you can't really incorporate in regular maps. This map contains lot of pictures of scary clowns such as you can find among black metal bands. The face drawn in the western room occupied by the spider mastermind will not heal your phobia of clowns but it's well drawn and original ! Not much else to add, this is a fine secret level. Gimmicky but fair. Also it's time to celebrate the first Cyberdemon of this wad ! Grade : B (13/20) Map 16 : The Killing Fields Contrary to what the title might indicates, this map focuses a lot more on adventure and mystery than combats (Joshy made a slaughter map with the same name in 50 shades of Graytall). I would even add that this map appears to be really underpopulated compared to its size, if I don't count the small Barrel's o fun like part. The low monster density, combined with the overgrown aesthetics and the ambiant darkness makes this corrupted base more desolated. The combats feel very laid-back for a map of that slot but I don't mind, as it gives me the impression that most of the demonic forces have been eliminated and that I've only got a short way to go to reach the final boss. "The Killing Fields" is clearly not my favourite map in the wad but it has a mysterious/relaxing aspect that I appreciate. A stroll in the darkness. Grade : B (13/20)
  6. Map 14 : Absolution I didn't remember that "Absolution" suffer of such ammo drought and damn I always manage to get softlocked in the red key's courtyard ! I'm exagerrating a bit as there's enough to kill everything but you still have to be a bit more strategic how to spend ammo. For instance, in order to reach the rocket launcher, several cacodemons can be left alone so that you can eliminate the Hell Knight and small foes guarding the weapons. Moreover, the non-linearity feels a bit illusional here as not obtaining the most powerful weapons upstream can be a bit disabling. "Absolution" reminds me a little of "House of Pain" from Ultimate Doom even if the progression is a lot different. This map takes place in a forsaken fortress and the soundtrack coming from Memento Mori also succeeds at creating an eerie and somewhat sad atmosphere. It makes me feel something horrible happened here but I have no way of knowing. To be frank if I put the efforts put on the ambiance, I like this map with moderation. Grade : B- (12/20) Map 15 : Heat Biowar can be categorized as a "mini megawad" for me, as it can be completed in 1-2 hours, but the variety of its natural scenery is a selling point. We traversed dense forest , threaded our way through icy crevasses and now we venture into a volcano. What a ride ! And as map 10 or 11, Chris Harbin manages to offer convincing visuals by economizing details. The height variations are pronunced among the outdoors areas and and these high rock walls simply show how tall the volcano is. Also contrary to most of the maps, "Heat" can be distingued by its consistency. The laval surrounding the rocky paths, the distorted rocky passages and the bosterious midi coming from Memento Mori again, immerse you in this hostile place. Heat definitely figures among the tougher maps of this megawad and I like this map because it provides a particularly energizing sense of urgency, as if the volcano was about to erupt and I had to escape as soon as possible. Heat is one of the highlight maps which shows that Biowar should not be ignored despite its age, in case you're looking for vanilla-compatible adventure wads. Grade : B+ (15/20)
  7. Map 13 : UAC prison Old-school slaughtermaps cooked how I love. Actually, I don't think UAC prison can be defined as a slaughtermap but it's definitely way more surpopulated than what human rights may preconize. UAC prison gives me strong vibes from TNT map 11 and hectic Georges Fiffy's works and that's why it figures as my favourite map in the set. I don't care about the visuals here, killing endless armies of low-tiers enemies with my super shotgun is a reliable source of fun. I love how the central courtyard gets repetitively filled with teleported monsters so you take pleasure to blow them up and the path between the jails at the eastern part of the level prove that you're not a saver. Why releasing the prisoners while I can just shoot them and laughter while commiting sLAUGHTER? Sidenote, the caverns at the western part of the map also gives this map a more TNT allure than usual, probably because the rocks are drawn with simple and random shapes and there's an emphasis put on verticiality at this specific place. Grade : A (17/20)
  8. Map 12 : Military Center Map 02 but with more substance. "Military Center" is another map that belongs to the "3 keys, three sections" trope, but contrary to the second map, the sections are more linked together as some switches located in them require a specific key and those are mandatory to unlock another one. Unfortunately, this level design result to a lot of needless amount of backtracks as this map, while being fine aesthetically speaking, don't have any landmark worthy enough to be explored in its details. I like how the HUB gives a view to the sea surrounding the complex, but the area itself suffers of excessive symmetry and therefore the places look a bit too samey. About the gameplay, the combats are a walk in the park as usual but after 11 maps of Biowar, you should already know that challenge wasn't the goal from its authors. "Military Center" isn't as confusing with some knowledge of the maps but that in no way demonstrates a peak in inspiration. "Military Center" rhymes with filler. Grade : C+ (11/20)
  9. Map 10 : Frozen Terror The transition to ice is now complete and it's time to explore arctic territory. Contrary to what the title might announce, there's nothing really terrific in this map except the monsters. The Mark Klem's makes it more welcoming than menacing, no wonder why Dragonfly used for the first map of Eviternity. Moreover, the old-school version of the ice theme , as you can find in this map or Requiem's map 03 don't strike me as either too cheerful, as a Christmas-themed wad might, or too dark. A sort of neutral winter theme that I can find in some Whitemare 1 and 2 maps. Another aspect that contributes to this pleasant atmosphere lies in the fact that the crevasses are not likely to kill you. Staying in the icy water won't harm you. Despite the fact that some battles are more hectic than in the previous maps, notably the one in the last elevator that resemble to a tribute to HR's map 31, "Frozen Terror" oddly feels like a breather to me, even how straightforward Operation Biowar is. The two reproachs I can do on this map are in the elevators near the yellow key, which take forever to go up and down, and the white stone unblocking the channel. Otherwise, along with map 10, "Frozen Terror" proves to be one of my favourite maps in Operation Biowar. Grade : B (14/20)
  10. Due to this short hiatus of a few days, my videos are in spoiler to avoid taking up too much space. Map 08 : Biolab I like the more depressing tone of this map, mostly caused by the darkness at some places and the music from Memento Mori but yes, it's still more generic complexes to explore and the combats stay ridiculously easy on UV, while some traps might cause some surprise such as the teleporter that transport you to a pool, in front of two pinkies. I also appreciate the colorful animated textures that contribute to give a more sci-fi aesthetic to the map. I would have enjoyed this level even more if it had looked more like the first corridors: dark rooms lit only by high-tech neon lights. Grade : B- (12/20) Map 09 : Security Just another level that shows how masterful "The Organic Gods" by Mark Klem is. Probably one of the best midis ever composed. The “Security” theme lacks harmony, and the rooms follow one another with no real logic, but the music and the fairly high enemy density manage to give the map a slightly heroic feel. I feel like a hero trying to survive in a fortified base. The yellow key's trap is my favourite part of the level as it's oddly well designed for a wad of that date. The arch-vile can be quickly be dangerous by reviving its teammates. I also have a soft spot for those all school secrets such as the shootable torches. Those really reward the player when found. Who doesn't love finding a megasphere in a secret? Grade: B (13/20) Map 10 : Dark Woods Needless to say that combats are unengaging here but you guess what? I don't care , "Dark Woods" figures as my favourite level in Biowar at this point. It plays like map 03, with its deliberately linear progression through natural settings, except that it's longer, prettier and the music is a perfect accompaniment to this rather risky ride. I'm also a big sectors trees addict, and there's no doubt that I'll find my paradise here, but I also appreciate the little beach made with the CRATOP texture at the start and the transition to the ice theme at the end. What I particularly like about BIOWAR is the simplicity with which the ideas are executed. “Dark Woods” seems grandiose to me, without going on forever or using a mass of sectors. I also feel that the author wanted to create a story in which the character travels through different biomes, something that makes me travel a bit too. Grade : B+ (15/20) VIDEOS :
  11. Damn... It's the wrong version. The actual map is unfinishable but it's just because I uploaded the unfinished version. Should be good now ! BRIQUE.zip
  12. A Doom 2 I made few days ago , that runs on DOOM2.EXE. Have fun ! BRIQUE.zip
  13. Map 07 : Apparatus I have the regret to say that Apparatus is a poor map 07 while it seems to not be an unpopular opinion. Actually, the combats turned fine and I'm glad its author didn't follow the overused Mancs+Arachno formula. I love killing small groups of pain elementals with my SSG in vanilla Doom because they become quickly harmless due to the 20 lost souls limits. The Mastermind serve no other purpose than demonstrating how powerful the BFG is. Killing a Spider Moma with one BFG-shot is always a reliable source of satisfaction. The main reason I don't like this map is its progression, which is both simplistic and unnecessarily complex. This map suffers of unnecessary steps that actually aggravate the experience for no real justification. For exemple, At the northern part of the map, you have to press specific switches in order to lower the cobblestone walls. The southern part of the map forces you take damaging floor that still hurt you when the radsuit is equipped. Moreover, the map itself is nothing to write home about. It may even be the ugliest of the wad at this point. To be honest, Doom map 07 isn't much prettier, but its concept is so simply executed and brief that I could tolerate its modesty more. "Apparatus" plays like a mediocre filler to me. Grade : C- (8/20)
  14. Map 05 : Skybase I prefer Skybase over the past maps for the simple fact it has more substance to offer. However, Skybase represents a perfect exemple of an adventure map with a procedural progression. As some people said, getting lost is hard because the layout has few interconnectivity, resulting to a lot of backtracks each time you obtain a key. This map is so easy on UV than killing enemies feel like following a procedure than actually trying to survive. They're just here to show you where to go. About the visuals, Sky Base looks like a pot-pourri of different themes from the most influential wads from the 90's era. The blue corridor leading to the exit seems to be inspired by "Time Gate" from Eternal Doom, and the snowy era in the south-eastern area could be a small part of Requiem map 03. Overall, it's a nice relaxing map and Mark Klem's midi enhance it. Grade : B- (12/20) Map 06 "Last Call" A ridiculously cramped factory but you have no time to get bored here as you have to kill small armies of zombies among tiny corridors and "Last Call" turns out to be full of small traps than may become deadly if you get a bit too reckless. But like LadyMistDragon said, there is more effort put on the visual coherence as you can hear the machinery between each gunshot and the lighting is more elaborated here. The vanilla format still allows lot of details as long the areas remain tight afterall. I also has a soft spot for all the hidden doors. This deliberately obscure progression makes me feel like a mouse venturing into partitions. In any case, “Last Call” is by far the most devious map to finish in pistol-start mode so far on this wad, but also the most aesthetically solid and the most exciting in terms of combat. Grade : B (13/20)
  15. Year 2 Month 12 Day 01 I play until I die or intentionally stop. I don't comment the wad where I died/stopped. [1] Hard until reply tested (Hurt) by Louis and Danny Witters, also Linda. (1999) I initially thought I've never played this vanilla mapset before but all maps gave me an abnormaly strong feeling of deja-vu, especially the third one that takes place in a sort of ancient city. I already reviewied this wad the first time in Month 12 Day 20 (11th October 2022) : "If you like square rooms, this wad is for you ! This wad contains 5 maps and all of them consist to a lot of squarish room linked together in a totally inconsistent way. Well, it's not uncommon at all among 90's wads. So, here is my totally unpredictable opinion : I enjoyed playing this wad. Even if maps look total crap compared to modern standards, I like how much rooms you have to explore and some places really show some innocent creativity. Also, the lack of detail and empty areas allow you to quickly navigate without effort. Moreover, the authors gave you lot of ammo, free megaspheres and sometimes several invulnerability spheres just to fight a single cyberdemon. Therefore, most of the wad proves to be unchallenging for the most part. Some surprise crushers might kill you though. However, it's the kind of wad I can enjoy when there is no challenging to not say frustrating situations. I think my favourite map was map 03 which is a kind of city where you enter in lot of buildings from the "streets". I liked this map for its size and the high emphasis for the exploration. Anyway, it's the kind of stuff only shovelware addicts can enjoy , and I did. Grade : B" If I or my computer had remembered that I'd already played this wad, I'd have launched it on a sourceport to try and uv-max the maps, but honestly that's not the main interest. Despite the occasional bitchy traps, I just like this wad just for the effort made by the co-authors to make a multi-level wad and all those little creative ideas that materialize in excessive placement of things or architectural elements such as the sort of wooden arch in map 05. Event if HURT.WAD (to not confuse with elend's level) will likely damage your eyes, exploring those maps were fun to me ! Grade : B (12,5/20) I died young in "Die Young!".
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