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Gothic DeathMatch (II) Graphical Resource PWAD

   (26 reviews)
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About This File

This PWAD contains all of the walls and flats that can be found in the original GOTHICDM and GOTHIC2.


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Chris, you know - the great thing about new resources isn't really sharing them, it's showing everyone online that you did.

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Unknown date

  
Best. Textures. EVAR!11!!1!! 5/5 -ymb

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So what is the point of uploading this if you're gonna give some bullshit disclaimer at the bottom about using the textures for use on maps? 4/5 Mr. Chris

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Unknown date

  
Possibly the greatest damn set of textures ever made.

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Unknown date

  
Awesome.

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Unknown date

  
700k??? i always passed over maps that needed this because i expected it to be 20 megs or something, now i can go back and play them all

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Unknown date

  
nice textures but not best

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Unknown date

  
Just absolutely nice textures!

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Unknown date

  
TEXTURES that everyone thinks they can use and not put in their wads because they expect everyone to have this. two stars because of people's laziness. Blame THEM.

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Unknown date

  
w00t!

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Unknown date

  
With this textures the map looks good with near zero labour input... It is advantege and disadvantage in one ;)

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Unknown date

  
not the best but prity dam close!!!

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  • File Reviews

    • By bemused · Posted
      This is clearly the most groundbreaking, exciting release of the decade. Forget your megawads, this is where its at. Wonderful, delightful, sublime, glorious... all words that dont even come close to expressing just how great this wad is.
    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • 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.
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