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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 Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
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