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Half-life

   (8 reviews)
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About This File

This was for Metabolist's Wad contest. This was rejected. :) Personally, I think it is a fun map that very weakly imitates a half-life episode. (the theme of that week's contest was to create a map that had an infestation of a base level)


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Layout consists of a number of rectangular corridors and rooms, filled with some low-tier monsters. Only a few textures have been used. Ambiance feels like a 1994 Wolfenstein-goes-Doo M map, and gameplay is primitive and unattractive. Blind red doors are a poor joke. It's clear why this map was rejected.

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Not super duper bad, but also nothing really special going on. I like how all the items are in seperate rooms instead of lying on the floor randomly. 3/5 - Zedek

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Unknown date

  
that was ok. nothing really special about it. also, i dont think that was like a half-life episode.

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Unknown date

  
This is from October 2001. It does just about resemble the early parts of Half-Life that were set in an office building - the problem is that without the sounds, lighting, monsters, atmosphere etc of Half-Life it looks very bare and simple and 1995. Simple gameplay, lots of hitscan monsters equals frustration. Two yellow keycards near the start, lots of red key doors but no red key (you don't need it anyway), the boss battle involves about seventy imps.

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  • File Reviews

    • By Nems · Posted
      Aside from a couple of stinkers (I'm looking at you, maps 20 and 33), this was a pretty fun and challenging map set to play through. For the time limit imposed in order to make these maps, they're of pretty nice quality, I think. While I wasn't the biggest fan of the (in my opinion) overusage of Arch-Viles and Revenants, it was still a fair challenge.
    • By Classicgamer6 · Posted
      Disregard earlier review server error caused me to download the incorrect file. So what do I like? The textures combined with the sharp lighting contrast between heavy dark and rather bright areas. What I don't like is the rather empty feeling level with large rooms and corridors filled with medium tier enemies on Ultra Violence, i.e cacodemons and hellknights, while only given a shotgun and chaingun. The issue with this is that encounters become more tedious than dangerous. I would add a super shotgun or spread out the medium tier enemy placement. The level detailing leaves a lot to be desired with the large empty grey rooms/corridors reminding me more of Half-Life than Doom. With some more detailing and better monster/weapon placement I would rank this higher but as it stands this level leaves a lot to be desired.
    • By CountArchvile · Posted
      ''Build Time:3 Months'' Sure Terrence
    • By CountArchvile · Posted
      the map looks good visually but what does the have to do with doom 64? and how do I kill an archvile with a pistol? and a cyberdemon with a chain gun?
    • By CountArchvile · Posted
      this was the most immersive and chilling wad I've ever played
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