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Mark & Dave are sad lonly individuals

   (4 reviews)
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About This File

The single player version of the beginnings of a DeathMatch episode designed for 2 player DeathMatch. (As these are DeathMatch levels originaly they have no flow, or general feel to them. They are just a fun blast)


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Guest

  
Not hard to rate at all: too amateurish. Personally I wouldn't even consider uploading stuff like this, at least in this build state.

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Memfis

  
Hard to rate... Very weird, confusing, buggy (especially e2m2, plus e2m1 seems unfinishable because the YK is impossible to reach) and indeed crude but there are lots of cool ideas. The progression in the first map is pretty clever and it keeps surprising you with interesting room designs. e2m3 and e2m4 are worse but contain some nice novel features for their time. I particuarly liked the descent effect in e2m4, good thinking there. See if you can finish it btw: catching the exit lift is very tricky!

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Guest

Unknown date

  
Waste of time and diskspace.

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Guest

Unknown date

  
Just a bunch of pure 1994-style maps. E2M1 and maybe E2M2 are playable on their own right, even if somewhat crude. E2M2 suffers heavily from HOMs and slime trails. E2M3 and E2M4 retain too much DM style, even if there are some novelties (assuming the WADs are much older than 1999) like invisible floors etc. 1/5 -Maes

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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