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   (2 reviews)
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About This File

A city style .wad for Doom2 @ Map16 for its sky. Every Doom or Doom2 player should build one Map level from scratch at least once in their lives and this is my first effort at doing this. I sought to create a challenging single / (perhaps multi) player level without using any Cybers in it. If you like timing traps, hidden switches, secret passages, occasional surprises, and the trappings of cities, like: offices, warehouses, libraries, and ball parks, then try this one. There really is an exit to the next level in there too, but you have to decipher it first. (I also put in starts and ammo for 4 DM players, but having only this one computer to work with, I cannot be sure if they are for co-op, DM proper, or both). But be prepared to run for the door at start up in single play, there is NO safe area at the beginning. Average play time for this .wad is about one hour.

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Unknown date

This is dated October 1999. The readme's misc section makes an oblique reference to the Columbine killings of a few months earlier. The level starts off dull - there's a monster assault, but it's just a wave that you gun down. After that you have to search for tiny, tiny switches. There's a whole city block of chaingun snipers. Eventually I ground to a halt in the southern section, with no incentive to press / shoot every wall to make a door open elsewhere.

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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.