| Title: |
...and death came along |
| Filename: |
levels/doom/p-r/pdsp15.zip |
| Size: |
329 KB
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| Date: |
01/25/02 |
| Author: |
Pablo Dictter |
| E-mail: |
pablodictter@hotmail.com |
| Description: |
My 15th UDoom map. Intro map for "...and hell came through" a base level. You know how they look. I wasted a lot of time working on this fucker, so I hope is not a boring one. = ) There are 2 ways to get to the end (kind of), you don't really have to go through the whole map to finish it....fucker.
This wad is best played on Ultra Violence. |
| Credits: |
Tobias Münch for comments, ideas and help on making the secrets more easy to find. Thanks Dude! Broken Angel for the great song. Man, the song rocks big time! |
| Base: |
New level from scratch |
| Build time: |
|
| Editor(s) used: |
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| Bugs: |
V Fucking's O's (VPO's) |
| Rating: |
    (6 votes)
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Supported mirrors:
Unsupported mirrors:
/idgames protocol:
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Reviews:
| amazing. | x | | a masterpiece. | x | | Lots of detail but it's mostly trash. WAY too crowded, and abysmal flow. Everything is tight and filled with the same details, and there aren't any breathers from fighting. *** -sargebaldy | x | | This is a good-looking, good-playing, good-smelling retro-style level from 2002. It has simple LEGO-style detail, and non-stop action. Slightly overwhelming non-linear design, which involves a lot of wandering. Feels like two levels joined together (there are two blue keys, two rocket launchers, two plasma guns). The end battle doesn't work; the monsters teleport into the room you have just left, by which time you've probably hit the exit switch. | x | | nice--a little repetitive or too neat and compartmentalized in theme and layout design, but overall great gameplay and nice looking map. | x |
View pdsp15.txt
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