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marbledm.wad (Marble Death Match)Version 1.8

   (1 review)
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About This File

This is in an enclosed area with dim lighting provided by the sun and lamps. Marble is the main building element, with some exceptions.

The activated (red-eyed) skull creates shortcuts while the other switch is for exiting. When I say "shortcuts", I mean four pillars lower. When I say the red-eyed switch is for exiting, I mean a silver "UAC"-marked door opens once the switch activated. You can go through it to exit or get the weapons located there.



Info about other switches:

The switches along the walls lower the weapons in each section, but there's a little trick to it. Watch the demo to get examples of how the puzzle works.

Did you find the secret door? If you did, there are three switches inside of it, along the weapons. When you first open the door, the switch facing you will lower the pillar behind you. The switches to your left and right raise the floor if someone got a rocket launcer. If the left path is lowered and you would like to get it to its original height, just operate the left switch. The right works the same way. If no one went to get a rocket launcher, you can activate a switch anyway. Watch the effect it had on the side you activated it for. (Whenever someone gets a rocket launcher under the crushers, a path is lowered if it was not already. These are the rocket launchers I am referring to.)

The switches in the teleporter room that you have to step on to the teleporters to activate can change the structure of the level. Press the switch on the right to lower pillars. They will stay lowered, meaning more moving room. If you lowered the pillars and decided you didn't like the effect it had, activate the switch on the left to raise the pillars back their original height. If the pillars are not lowered, this switch will have no effect.

If you noticed the switch on end of the dark tunnel, then you found a little secret. Activate it and it will activate the elevator behind you. Only press this switch if you are extremely patient or bored. Ride it to the top, survive the crushers, and you will get my super-hidden surprise. Now the activate the switch to lower the lift behind the item, move to the end of tunnel while avoiding being crushed (It's difficult , I know, but I managed to survive), get to lift fast enough so you don't have to acti vate the switch again, hurry off of the lift when it reaches the floor, and you get to use bonus.

**Newest switches added**

See those those brown structures with chain guns on the top? You can lower those by opening the UAC Door and going straight in the weapons storage building until you see a chaingun at your side. Get to onto platform to see get a closer look at the switches. The lion's and gargole's head will lower a brown column, according to the one you activated, on the left or right side. Columns can be lowered for an infinite amount of times.

If you want to raise the brown coluns again, use the switches that appear when the columns are lowered. Each switch will acti- vate a column on the opposite side it is on. One activation will raise a column 32. These activations can be repeated infinitely.

I hope this clears up what all of the switches do.


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Doomkid

Unknown date

  
Oh man. This map looks okay, but talk about a TEDIOUS deathmatch arena! So cramped!

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  • File Reviews

    • By NuMetalManiak · Posted
      this is a strange wad, with assets similar to Darkest Hour and other Star Wars-themed wads, many of the maps focus on small killings, as most of the maps are actually small. Pinchy's finale sure makes this worth it. oh yeah, quite a few custom stuff was done. the flamethrower marines were quite annoying, while other monsters gained multiple attacks, new ones, it's all so zany. the maps are pretty well done overall and this is worth a try.
    • By Doomkid · Posted
      Okay, I get it, it's a megawad mainly for speedrunners who are intricately familiar with the mechanics of the game down to the nitty-gritty. A series of challenges/obstacles that, for the most part, seem to be possible but are generally ludicrous (and sometimes outright laughable, in a good way).   This was is not a "pile of junk" as a few have said however it's really, really lacking in a lot of ways. I get that the wad is meant to have a fun-and-not-serious tone despite it's overall extreme difficulty but the texturing looks like the insides of a toilet bowl after a Taco Bell buffet. Seriously, these maps are jealous of how beautiful and futuristic maps like UAC_DEAD look. The DWANGO series looks like fucking Ancient Aliens compared to this.   The MIDIs are lighthearted, silly and fun, which adds a layer of appeal for me personally. I loved seeing Patrick Stewart at the intermission too, rofl   I had some fun with this IDCLEVing through the whole wad and giving each map a try or 2 before moving on to the next but I seriously doubt I'll ever be back. The same idea with better texturing and overall taking itself just a tiny bit more seriously would warrant a higher rating. Ass-ugly texturing, silly MIDIs and a silly titlepic/interpic are fun in their own right so don't take me the wrong way but a lot of it crossed into "looks like the authors gave 0 fucks" category and I just have to take points away for that.   Also,   lol wtf is this bullshit is this a terrywad or somethin i mean jeeeezus   Overall, this is worth a peek just for some fun but unless you're a highly skilled speedrunner that also doesn't mind looking into a crapchute map after map, this probably doesn't really have much for you.
    • By mArt1And00m3r11339 · Posted
      If it were renamed "Garbage Dump," I would have given it a better rating.
    • By StormCatcher.77 · Posted
      A large, but not very prolong map, which is interesting to explore. I liked the author's strategy to place strong weapons in well-protected places. To get them the player need to pass a kind of test. The difficulty depends on the player's luck. It is important not to miss the shotgun at the very beginning, otherwise entangled corridors can lead the player to a situation in which he will be easy prey, left without ammo. Visually, the map looks neat, another good example of using standard textures.
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