Title: E2M1_MT.WAD
Filename: levels/doom/d-f/e2m1_mt.zip
Size: 98.61 KB
Date: 06/09/94
Author: Martin Titz
Description: A level for guys who want mainly to fight.

You are now at Deimos moonbase in front of an area that was
Credits: Authors of DEU and BSP, and of course, of DOOM.
Base: New level from scratch
Build time: Several days (with testing and recompiling on a 386 with 25 MHz)
Editor(s) used: DEU 5.1, DEU 5.2 (gcc port), BSP 1.1x
Bugs: Saving games is not possible, sorry: it results in a 'Savegame buffer overrun', perhaps there are too much monsters lurking around.

If you use some doors or lifts you will perhaps see for a moment something I could only describe as a grey veil for a small moment. If you have an explanation please send me a mail.

At one step of the long staircase are small strange light effects though I can't see any difference of construction to the other steps, so I darkened the whole area.
Rating: (7 votes)
Download here

Download mirrors: /idgames protocol:


Reviews:
Anonymous
Early 1994 level, so obviously rated as such. Large adventure, lots of rooms, long corridors, stairs and moving platforms. Varying architecture, lots of secrets. Gameplay @ UV gives a lot of cannon fodder. As this level gave what DooM players in 1994 desperately wanted: solid 4*. BTW shocking how many raters don't realise that it's not made in 2015, but in 1994, in those early days without DB2 and 20 years old style guides, but wíth horribly slow 386-25's, 640 KB RAM and 16-color graphics... :shakes_head:x
Anonymous
A level with very long dead end corridors, giant rooms, unmarked secrets and a poorly placed exit. The only positive things I can say about it are that the textures look normal by 1994 standards and it allows humorous stunts in Brutal Doom (such as killing 28 sergeants at once by throwing a convenient barrel at them, placed right after a berserk pack).x
Never_Again
A decent early map for players who love a healthy dose of shooting to go with their exploration quests. There are a little over 400 monsters, which is rather uncommon for a WAD from summer 1994, but you never feel overwhelmed since the map is so large. Yes, it would have been better if a couple of rooms were shrunk by a factor of 3 or 4, but this plays well and that counts most.x
Anonymous
For the author's name only 3 starsx
Doomkid
Why are most old doom maps so huge? Also it's very, very plain. As mentioned this must have caused HOMs in DOS... Flat out boring map.x
Anonymous
This is an old and very spartan level, notable for having a large monsters count, but not notable otherwise. It has a lot of large rooms with long walls that must have caused problems pre-source port. The gameplay is a tedious switch-hunt. I ended up just stumbling onto the exit. "Some rooms are rather empty, because the game may slow down if there is too much decoration", nuff said.x

View e2m1_mt.txt
This page was created in 0.00926 seconds