Title: Ben (don't ask me why, I only designed it!)
Filename: levels/doom/a-c/ben.zip
Size: 61 KB
Date: 08/09/95
Author: Mike Weaver
E-mail: doc@trognet.demon.co.uk
Description: This is my second level and I am quite pleased with it overall. It's based (loosely) on where I work with a few additions. There are some nice puzzles and some nasty surprises. There are also plenty of secrets to find. Generally, if something is hard to do, there should be a secret around which can help, so keep alert! If you like this level, try my first level (CARREG.WAD) which is fairly similar.
Credits: Dave Singer and Nick Townsend for much needed help at times!
Base: New level from scratch
Build time:
Editor(s) used: EdMap V1.4 (new, improved and still easy to use)
Bugs: None
Rating: (6 votes)
  Spambot check: 2 + 6 =

Commenting as: Anonymous
Download here

Supported mirrors: Unsupported mirrors: /idgames protocol:

The map is set in a beautiful base (in an old-school way), with mostly aligned textures (if they're not, then it's usually a hidden door). The fights are never hard, but it's very fun, so you don't really mind. The real strength here is the strong sense of location -- you can walk in and around buildings, and there's a lot of interconnectivity. The secrets are very clever, and there are many cool tricks you have to find to progress (even to exit!). Fine map, recommended. --4/5x
Although this is based on the author's place of work, it's not obvious. It looks like a standard early Doom level, put together with more care than most, although it's a bit dull and anonymous. The biggest strike against it are some obtuse puzzles (to get the blue key you have to flick a switch in a room textured throughout with switches, and to open the exit you have to shoot an unexceptional exit sign). Otherwise it has plenty of action, although it doesn't really stand out.x
I kind of liked it. The aforementioned "problems" from the previous review weren't really an issue for me; the necessary switch in the switch room had a different face on it that made it stand out, and the Exit sign was directly across from the boxes that are outside of the exit room. The only issue I had was the walkway that falls away before the teleporter leading to the exit area...x
It's not my style.x

View ben.txt
This page was created in 0.00823 seconds