Reveiws


Barbershop Doom II

Review on Doomworld 5/25/03:
"Replaces all the Doom2 weapons (except the fist) with a barbershop prop. Shaving cream cans, two shaving cream cans, talcum powder, an electric shaver, etc etc. The sprites look like they were made in MSPaint and the sounds sound like they were made by the author blowing into the microphone, but the humor value was there (for me at least), though it only lasted around fifteen seconds. After that I'm sure you'll never look at it again."

UAC Telelabs

Review on Doomworld 6/03/03:
"Well, this seems to be the author's first release (besides Barbershop Doom, which wasn't a level) so I'll try not to boil him in a vat of emu grease for any more than twenty minutes. Some parts are somewhat impressive for a first-try. I liked the arrangement of cubicles in the first major room, and some of the wires across the ceiling of one of the rooms is a nice effect. But on the other hand, there is a rather large number of simple errors. Doom 101 for me was how to make doors. The first door you'll notice in this wad is way too wide and the walls are not unpegged, for instance. A few graphical glitches are also lying around, most likely from bad nodes or unclosed sectors. But what really gets me is some little tricks that seem to make no sense at all. In the first room, for instance, is a teleport that takes you to another spot in the exact same room. And once you've landed, the floor on the teleport raises to the ceiling to prevent you from using it again. I don't know about any of you, but I'm baffled as to what the point is. Another part that took me a little while is a bloodfalls texture that's walk-through, leading to a big blood river. There's a narrow corridor just to the right of where you enter, but it took me a few retries to notice it as I was standing in a damaging sector with monsters shooting at me, with the view obscured by a masked 2-sided wall with hot tea being spilled on my lap by a baron of hell who held me in a choke hold while feeding me slowly into a wood chipper. Ammo is plentiful here, and most of the monsters are zombiemen so it's not that hard, particularly if you go back and forth for the health lying around at the beginning. Most of you won't have much trouble. Teleportation Labs is not the greatest of wads. But I will say this much; The gateway looks pretty damn cool."

insertwackynamehere's ZDoom Deep Water Tricks

Review on Doomworld 3/14/04:
"A little wad demonstrating some of the various Transfer_Heights tricks that can be used in ZDoom. They're all well-known of course, but will be useful for those who want to learn them."