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Zort 2: Return of the Cricket

   (7 reviews)
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About This File

Yet another ZDoom map, although you may not know due to lack of polyobjects and colored lighting. It does require ZDoom though, rest assured. Just check out the SCRIPTS lump. Anyway, this one is in the theme like Chrog_G or Artica I guess. It's got a lot of brown brick in it because I like that sorta thing(I never was one to make techno or ep3 maps, I have no clue where the last one came from heh).

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Unknown date

Well, better than the first, but still nothing worth playing more than once. Like the first reviewer said, the cyberdemon trap sucks ass. 10/13/07

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Unknown date

Great fun, but a bit crude. The trap with the cyberdemon isn't amusing but apart from that the Zdoom features are generally subtle and thankfully there aren't any stealth monsters. The design is occasional wonky, with oddly-aligned textures, but there's lots of action and a nice balance of health (you get tonnes of ammunition, as it should be).

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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.