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DM4-ish

   (2 reviews)
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About This File

Remake of Quake map DM4 for Doom2 DM. My first Doom2 map and I wanted to do something very vertical, and I had already done a DM4 remake once so this seemed like a nice first challenge. Removing all the rooms above rooms from the original was rather easy, mostly done by moving stuff apart. Most complex was the GL area which I solved by making it one level (already on the original you can go in all directions by jumping to the ledge on the side). I took great care that the original connectivity was preserved. As to weapons, it is pretty close to the original but I had to swap some things around to make it most fun in "old deathmatch" mode: I originally had the LG replaced by a plasma gun but that would have made that area too campable so I moved it to the RL/HH area. Obviously a map like this will be most fun with the full mlook/jumping experience, but I made it just flat enough that it is playable without them.


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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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