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   (1 review)
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About This File

-DeathMatch: This level consists of three main areas

linked with a pair of tunnels between each. All

of the areas are easily accesible from all other

areas via theese refueling tunnels and an intricate

teleporter system (I know teleporters suck, but read

on!). The two outermost areas are complete with a

bailout chute at the bottom in the middle leading to

the "multifaceted" tele-porters (and goodies).

Before you get there you either fall or walk through

a texture so the other (chasing) player will have a

small chance of seeing which one you took. Even if he

does each line on the multifacected teleport sector

takes you to a different location so he will most

likely wind up somewhere else. Good flowthrough.

In this level there are extra items

for multi play. There is also a death macth only

teleporter in the single player start room.

If you love to Deathmatch but you're sick of those

tiny little levels with nowhere to hide, then this

one is for you (and you and you and you!).

-Single Player: Arch Viles guard the blue keycard you

need to open the exit but to find them you must

journey through three domains. Those of Man, mature,

and (last but not least) The Devil. Lots of secrets

that you will probly need to find in order to

LIVE! This level is ROUGH! Remeber the skill levels

work if you are lame and I give you the map early!

Lock yourself in the secret room and blast them all


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74 monsters? This doesn't seem like a DM map, and the texturing is pretty ugly..

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.