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Everything posted by Zalewa
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This is a Tyson map with only demons and lost souls and lots of damaging floors. It's short and to the point with continuous, straight-forward action. Visuals are very basic and worse than in Doom 2 IWAD, but somehow they don't detract that much. 3* because this map is playable for reasons I don't understand.
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Overabundance of slopes, detail and flat shading with sector lights, that will drop your FPS. This is combined with difficult fights and most confusing triggers. Parts of the level open in unknown pattern and you must retrace your steps many times to figure out what opened each time. The text file doesn't mention the intended source-port. Still, the map is damn good and a lot of effort was put into it. Definitely one of those maps that show off what the ZDoom engine is capable of.
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This is very simplistic in visuals, even for vanilla Doom, and uses abundance of high-health enemies, which promotes run-away gameplay rather than fights. You will definitely get some original Doom vibe from this, but the gameplay isn't just tailored that way. Some fights depend on causing infight, some others are just tedious. Please provide weaponry adequate to encounters! Music is a bit wearing. Some maps are better, some are worse, most of it is average with inclination towards the worse side.
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MAP09 is a library. And there are many bookshelves. And one of those bookshelves, which is the same as all the others, must be pressed in order to beat the map. Good luck with that! Apart from that - pretty and pretty fun, excellent visuals and continuous action (apart from MAP09). Definitely a must-play.
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My, my, this is not so bad! There are a few maps that leave much to be desired, particularly in the beginning, but most is quite fun to play. Garish texturing combined with vicious combat produce some abstract maps that promote reckless gameplay. They can get slaughterish at times, but the monster groups mostly consist of low level enemies and you always have enough resources and obvious secrets with powerups to deal with them. Nice.
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This is certainly a work of art. The unique blue architecture combined with nice shading and trypophobia walls create an eerie level that looks fascinating. At first. UV is unplayable - you get overrun and run out of ammo. HMP with double-ammo is doable, although still stressful with stealth enemies nibbling at you from unsuspecting directions all of the time. There's also some switch-hunting. Looks like the looks alone gave this WAD a Cacoward. I can't enjoy it.
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A decent level, although with poor layouting that involves a lot of backtracking and stupid Hell Knight ambush in a thin nukage corridor. All places are tight, really. Difficulty is above average - it's doable but you should stay careful. There's some pump-action shotgun action on baron(s?) and hell knights.
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This pales in comparison with other works of this author, but in absolute terms it's still damn good. We can see the connected layouts that are trademark of this author, and smooth gameplay, but there's still lots to improve in visuals department. MAP06 is gimmicky, but in a good way and utilizes Doom features in ways that are not often seen to create an adventure style "tricks & traps" sort of map. The story unfolds in your imagination only - you're still the Doomguy, not James Bond.
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