| Title: |
TreeDM1.WAD |
| Filename: |
levels/doom/deathmatch/s-u/treedm1.zip |
| Size: |
92 KB
|
| Date: |
10/14/94 |
| Author: |
Greg Lewis (Tree) |
| E-mail: |
gregl@umich.edu |
| Description: |
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. |
| Credits: |
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... :-) |
| Base: |
New levels from scratch |
| Build time: |
Probably around 60 hours |
| Editor(s) used: |
DEU 5.21, BSP 1.2x, BSP1.1w |
| Bugs: |
No known bugs (keeping fingers crossed!) |
| Rating: |
    (1 vote)
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Supported mirrors:
Unsupported mirrors:
/idgames protocol:
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Reviews:
| 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 |
View treedm1.txt
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