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MYSTIC KEEP FOR HERETIC v2.0 Great for intense single player, or co-op play, deathmatch too.

   (6 reviews)
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About This File

This is my second attempt at a map. I released a crappy set of 9-levels last year.


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Walter confetti

  

Pretty nice map, even if it's too squarish on the layout...

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Unknown date

  
average

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Unknown date

  
Pretty good level. Took me about 30 minutes to finish it up. I think he goes a little overboard on the Maulotaur's, but they're not required to be killed in order to set of a trigger so you can just flee from them. As Naan stated, design is pretty good, especially for how old it is and the usage of new textures (and imported) isn't tacky like some other WAD authors are guilty of.

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Unknown date

  
Not all that interesting. Disagree with the above about the textures not being tacky, they are, frequently being gritty stuff that meshes poorly with the original graphics and serves mainly to try to distract from the fact that the map is a maze of bland orthogonal rooms with some pointless detailing here and there, too little use of vertical architecture and too many switches.

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Unknown date

  
Looks like another forgotten not-so-bad wad. The general level design is pretty, from good usage of other game's textures to well hidden secrets. But the whole thing remained very easy, I've completed it on the first try. 4/5. ~Naan

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • 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
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