| Title: |
Fortress |
| Filename: |
levels/doom/Ports/d-f/fortress.zip |
| Size: |
70 KB
|
| Date: |
11/28/03 |
| Author: |
Templar |
| E-mail: |
knight226@hotmail.com |
| Description: |
|
| Credits: |
|
| Base: |
New from scratch |
| Build time: |
Some |
| Editor(s) used: |
DCK Wintex |
| Bugs: |
Probably something |
| Rating: |
    (3 votes)
|
|
|
Supported mirrors:
Unsupported mirrors:
/idgames protocol:
|
|
Reviews:
| A strange level. While detail is under par, I like the idea that the author tried to convey. You have to be stealthy near the beginning of this wad, avoiding being seen so that you won't be forced to attack an enemy, otherwise barons start teleporting in, without any hope of fighting back. Near the middle of the level, when you get a bunch of weapons and ammo, is when your supposed to make a run for it. | x | | This is a fun although frustrating puzzle level. It's designed for Edge, but works fine in GZDoom. The concept is that you have to avoid the monsters for the first half of the level (otherwise you are mobbed by Barons); the second half of the level is a mad dash whereby you flick some switches whilst under fire. You don't have the ammo to kill all the baddies, and I wasn't fond of all the hit-scan enemies. Otherwise it's an interesting concept. | x | | Total disasterpiece. I wonder if Templar is a Czech, it would explain everything then. 0/5 | x |
View fortress.txt
|