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Mountain Deathmatch Notes

   (2 reviews)
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About This File

a Zdoom ONLY wad, a mountain range with a geo-thermal lake formed at the bottom. Lots of sniper spots, a 3d bridge that can be walked over and under at the same time, underwater affect with the BOOM hight transfer tag and a colored lighting script. Since there is a lot of hight on this level I found that by the time the plasma bullets hit where you were aiming the player was all ready gone so I added internal railgun instead.


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lupinx-Kassman

  
Play this, then pretty much any mdm after it to see how much the author improved.

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Unknown date

  
This is a barren and simple deathmatch level, not so much a mountain range as a single hill with a lake. The bridge doesn't seem to work in modern versions of ZDoom and the underwater section is very blue.

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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.
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