| Title: |
Acidfalls |
| Filename: |
levels/doom2/a-c/acidfall.zip |
| Size: |
337 KB
|
| Date: |
07/16/96 |
| Author: |
Jeff Paulsen |
| E-mail: |
zeddicus4@aol.com |
| Description: |
no. |
| Credits: |
no. |
| Base: |
New level from scratch |
| Build time: |
Unknown. (Am I supposed to keep track?) |
| Editor(s) used: |
DCK, DEU |
| Bugs: |
Slow on slow computers |
| Rating: |
     (8 votes)
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Supported mirrors:
Unsupported mirrors:
/idgames protocol:
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Reviews:
| looks OK but I hate mazes... - PerOxyd | x | | looks ok but i hate comandos! | x | | Pretty good, especially if you like crate mazes and sewer systems. Quite gentle gameplay throughout this large map. | x | | Evil mazes :( | x | | This is not overly detailed. But it's looking quite ok.
Gameplay is fun, too, in this medium-sized map, especially because of many secrets that make your way quite unlinear (and even a bit confusing in places).
The acid theme isn't overdone here, btw, so the level of frustration due to acid damage isn't too high. My only severe point of critique is, that I couldn't return from the exit area to the main part, where I would have liked to search for the missing monsters and secrets. 3/5 -Milian | x | | This is dated July 1996, almost fourteen years ago to the day. That's the gap between Pac-Man and Doom itself, which is spooky to think of. Anyway, you fight 265 baddies in a decent albeit mazey industrial sort of thing with shades of E2M2, which pleases me. Lots of good-natured brawling, suffers from a boring switch-hunting slime sewer, and a limp ending that falls flat unless you ration your plasma cells (although you can just run past it). | x | | pretty cool | x |
View acidfall.txt
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