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DM2GM3A.ZIP (dm2gm3a.wad + .txt)

   (6 reviews)
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About This File

A DOOM II combo co-op/ deathmatch / single player wad. This pwad represents my most ambitious effort for pwad design to date. I have payed particular attention to design elements like textures, lighting and shading, weapon placement, monster selection, and most of all playability. One area of this level is extremely complex, graphically, and had occasionally caused a NoAvailableVisplanes or similar message and subsequent crash to DOS. This should be fixed, but if you have any trouble, please e-mail me right away. This wad designed for use with DOOM II and replaces map01 (level 1). Any and all feedback welcomed. Also, there are no unsolvable puzzles or traps. all secret doors are identifiable via texture change lighting, or similar. Any area you can see, you can get to. Hope you like it, if not please tell me why, so I can improve on design. ANY and ALL Feedback Welcome!


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Erick

  

I was surprised to see that this was a WAD made in 1994, it doesn't have many of the mistakes you would find in other WADs, it's fairly nonlinear but never to the point of being a bad maze, and it's a fun short map all around. While there might be a bit more ammo than you'll really need, the WAD is solid for 1994 and might even be fun for deathmatch, maybe. Overall, a 1994 WAD worth playing!

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Unknown date

  
The third and final entry of the "DM2GM" series or whatever it's called. It's a great '94 map in both single player and deathmatch, with a nice design and challenging fights. DM2GM2 was better, though. 4/5

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Unknown date

  
This was designed by a man who went pro, and worked on Unreal, Shadow Warrior, and some modern-day Star Trek games. This is an excellent early level, with a mild Doom I feel. Only 92 monsters but it feels quite large and diverse; the progression is non-linear but never confusing. You get too much ammo and health, though. Marred by wonky textures and a prominent swastika at one point. It's odd that we say Yet-ee but not Jed-ee.

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Unknown date

  
pretty good for its age, nonlinear, good texturing, nice flow, but too much ammo 3/5

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  • File Reviews

    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
    • By Yura04kizel · Posted
      Laggy hell with 32k monsters and too much invulnerability spheres. Just... total vomit.
    • By Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.
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