| Title: |
Blood Isle |
| Filename: |
levels/doom2/a-c/bludisle.zip |
| Size: |
282 KB
|
| Date: |
02/19/06 |
| Author: |
Alex "Tac" Tacinelli |
| E-mail: |
alex_tacinelli@hotmail.com |
| Description: |
A great battle has occured on a mesterious island and you've been called in to clean up and find out what has happened. Only when you obtain the yellow input card can you leave. |
| Credits: |
|
| Base: |
New from scratch |
| Build time: |
About 3 weeks |
| Editor(s) used: |
XWE, Doombuilder |
| Bugs: |
none that i know of |
| Rating: |
    (9 votes)
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Supported mirrors:
Unsupported mirrors:
/idgames protocol:
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Reviews:
| well i did find a bug. Don't believe me? | x | | What a ghastly & unplayable map. Try making something less ambitious, and smaller, and try to make it *fun*. Not clear what the port requirements are for this too - I wonder what it was tested with. Playtesters could have helped with some of these points. | x | | Even though I have a very high tolerance for maps that are weird, unique or whatever, this... Lets just say that even though I have beaten the map I have no idea what the intended route was. I've obviously skipped a huge portion of the map when I took a shortcut to the blue door. Nice cyber fight afterwards. 1/5 - Belial | x | | An awful, cancerous accumulation of detail that runs like a dog and involves hitting a switch, running to another part of the level, opening a door, hitting a switch etc repeatedly. | x | | The texturing is awful. | x | | I typically like a 300+ monster count, but vanilla DOOM maps should NOT be this confusing. Carnage not switch-hunts, straightforwardness over mazes! That's why DOOM is still so damn fun. Don't want to feel like I'm playing Half-life 2 or something. | x |
View bludisle.txt
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