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UNDERTOW for DOOM II v1.9

   (2 reviews)
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2 bite-sized single player levels done in the underhalls style with a few twists. Focus is on single play and cooperative. Let me know what you think.


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Unknown date

  
This is a pair of basic but decent levels that you are meant to play in sequence (I assume - there are power-ups at the end of Map01, and the beginning of Map02 is tricky unless you pick them up). There's a nice overcast sky. The gameplay, design etc are solid although a bit old-fashioned for 2000. Map01 is an unexceptional sewer-style level, Map02 is much better, and harder; after a nice tough arena battle about half-way through it gets pretty good.

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Unknown date

  
A relatively tough couple of levels. The 2nd is more easily played after the first, but works fine alone (though it has a scary, though not unforgiving, start). The design shows good ideas and is clean and well spaced, with good texture combinations, and the monster placement is pretty strategic. [4/5] ~Chain Mail (11/2007)

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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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