| Title: |
The Hall |
| Filename: |
levels/doom/g-i/hall.zip |
| Size: |
143 KB
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| Date: |
12/19/04 |
| Author: |
Jim McColm |
| E-mail: |
super_shotgun35@yahoo.com |
| Description: |
You've teleported into the rear of yet another demonic stonghold. Intelligence reports there is a large hall within where many comrads have vanished. The final phrase of your orders bothered you. It said simply "Lots-a-luck!" Yes... this is a large WAD but it saves fine. Just don't add any more "things" to it. (or sectors) Well... you can if you want but it won't save then. I really hope you enjoy it! (Comments welcome) |
| Credits: |
id Software - (the Doom people) Colin Reed - (BSP Node Builder) Raphael Quinet - (DEU) Brendon Wyber - (DEU) John McColm - (for his hard work on the original music.) Bill Neisius -(Doom Music Editor) |
| Base: |
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| Build time: |
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| Editor(s) used: |
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| Bugs: |
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| Rating: |
     (5 votes)
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Supported mirrors:
Unsupported mirrors:
/idgames protocol:
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Reviews:
| Not bad, but it took awhile to find the switch that opens the door to get the red key. The switch is in the hallway by the health bonus. | x | | Kind of good, but just a bit too hard to determine where you're meant to go next. Not McColm's best work. | x | | It's original in layout and challenge, and all textures are well aligned. Very untypical for such an early wad.
Your way is not always easy to find, but overall it's achievable if you look carefully and use the automap from time to time.
Good work! 4/5 -Milian | x | | This is dated August 1994. You fight 222 monsters in an unusually large level for the period. Super deform bee slice. It's a kind of hellish library based around a single very long hallway with side rooms, including a well-done computer slime centre; for mid-1994 the design is very good, intricate and coherent. The gameplay is solid and feels substantial, not hard, suffers a bit from a dearth of ammo at the start. The manifestations are also God's creation. | x |
View hall.txt
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