Greg Lewis (Tree)|
A deathmatch designed with fun and balance in mind. The feeling of this level is fairly open, just a few largish rooms and some interconnecting passageways. It's not intended to be a frag-fest, but more of a fair competition. (Average life span is greater than 5 seconds... :)|
Everyone has a weapon nearby when they start, generally within 10 or 20 feet. All players start with 200% health, to make the battles a little longer lasting. The deathmatch spots are designed to eliminate unfair "start-up frags".
Every weapon is available, although it is more and more difficult to get to the more powerful weapons. There are some weapons sitting in cages, with a switch next to 'em; hit the switch to give access to that weapon elsewhere in the level. A quick rundown: Rocket launcher: switch and weapon itself are in the arch-room. Plasma: has two triggers, the switch and walking on one of the ledges. BFG: The easiest weapon to get, but you pay if you do. Or, go the hard way (no secrets involved, but still a long ways to get there), find the BFG-in-a-cage, and get it that way. You'll be off free as a bird. Super Shotgun: (Doom ][) Check the green room.
It's a very good idea to play this level with the alt-death rules. The exit switch is clearly marked, non-coop, and can't be hit accidentally.
The developers of Doom, DEU, and BSP. Andy Chen and Claude Martins, authors of the Invasion WADs, for permission to use their cool status bar. Playtesters: Kevin Cox, Andy Yuan, and Joe Hartford. What fun we all had... :-)|
New levels from scratch|
Probably around 60 hours|
DEU 5.21, BSP 1.2x, BSP1.1w|
No known bugs (keeping fingers crossed!)|
|I can't believe the Tree series was made by the same guy as dehacked. You'd think these wads would get more recognition or something? Anyway, this one is a nice DM map that would've fit in fine with the Dwangos of its time. The E2 aesthetic is appealing, and the gameplay is varied and complex for 1994. I also like the Doom 2 compatibility. 4/5 for '94||x|