Castle of Evil. (previously released in beta form as ss27bet2.wad)
First of all let me say... This is bloody *HUGE* 8) I've been working on this for a long time since most of the earlier editors couldn't handle a large level like this one.
Made for sp, coop or dm (I aim to please.)
It's pretty open with only a few doors requiring keycards. Other doors may require a switch. There are peep holes and ambush spots almost everywhere for happy deathmatch. But open spaces are also provided for those all out battles.
Most heavy firepower is heavily guarded by monsters or hidden. The only easy weapon to get in single player mode is the shotgun. All the weapons are present.
This level is mostly hack, slash, ambush + puzzle type.
For more information consult the other .txt files in this archive.
There now go kill something... Send me some hate mail.
it should be obvious to those who are playing this that this is NOT another Doom 64 TC. it's recreating the levels of Doom 64 as Doom II levels, which is why you see other monsters and a few changes to layout as well.
i'm not gonna give this a good score though. but this may be because I just don't like Doom 64's levels in general. even when you cut out the atmosphere and enhance the gameplay and layout of the maps here there's still some bashful puzzles to solve and well, the levels are longer than they really are. my Doom 64 opinion of course.
Sorry, but can't give more stars to this megawad, it gets really tiresome to start like 6 times the same map with a different door each time and the and the innecesary overstuff of ammo and guns just kill the fun of Doom being about managing your resources. It can be some kind of fun opening a terminal in GZDoom and setting SV_fastWeapons to 2
Played on UV, continuous, GLBoom+
This is a very absorbing and well put together Episode 2 replacement. The difficulty is cranked up incrementally throughout, and towards the end becomes seriously challenging, though always fair. Map 7 is particularly memorable, with its 500 monsters and a big surprise in the blue key room, as is the hellish descending escalator in Map 9. The final level is absolute mayhem, with 9 Cyberdemons and a supporting cast of 300+ sidekicks, but with a properly worked out strategy it's beatable: you need to make good use of infighting, plus it helps to be on the lookout for a secret area that isn't all that secret....
Not sure that any game ever merits an absolute 5 star rating, which implies that no improvement is possible, but this is certainly approaching 95/100 territory.
Definitely looking forward to checking out ConC.E.R.Ned by the same author.