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Windy Beach Deathmatch v1.0

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About This File

Another concept DM WAD for Heretic, this map is the pseudo-sequel to SMKHDM.WAD. For some reason, the level in Doom2 titled 'Barrels of Fun' is a classic, and not because of level design. I guess it's simply for the fact that blowing stuff up IS fun!

So, after noticing that the exploding Pods in Heretic can be carried by wind currents, I decided to take advantage of this and design a level around the idea. So what you have is a central arena with a central sniping area, with Pods circling below due to the wind.

Skill levels are setup so that on Easy, there won't be anything except you and your opponents. On Medium and Hard, the Pods come out in force and swarm the middle of the map. Also on Hard, a few Undead Knights and Gargoyles populate the outer areas, setting off explosions when their projectiles hit some of the Pods. If any of these things annoys you, just play on Easy.

There are 8 Firemaces in this level, and that is because of the way the Heretic engine handles that weapon. It will randomly appear in one of the 8 locations, so remember that it won't always be in the same spot when it respawns. This means that when you play there will be only ONE in the map at any given time.

To exit the map, you need to press at least two of the switches in the central building and then walk into the teleporter. Why is there an Invulnerability Ring in the exit portal you may ask? To give the person who leaves a nice goodie for the next level is why!

Note that since this level is E6M2, you'll need to use the warp code (engage), or the '-warp' command line parameter to get to it.

The background music is 'Popcorn', one of the earliest techno-style songs and appropriate since you'll be popping pods. :)


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  • File Reviews

    • By Meril · Posted
      It's large 1995 map. Starting area is looking nice, but later author lost creativity and made mazy corridors. Very challenging because of overuse of chaingunners. It's extremely annoying. Lots of traps, Some clever, some not fair.
    • By HUGEkidsY2K · Posted
      Too linear in my tastes looking back now, will do better with my next projects!
    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
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