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1500AD

   (18 reviews)
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About This File

A journey to the past during the Spanish Inquisition. Read file: 1500AD.DOC


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NuMetalManiak

  
this isn't solid at all. I can't seem to grab the red key at all, and before that I was killing barons in extremely close quarters with a rocket launcher, which isn't cool.

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Unknown date

  
Superb map.

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Unknown date

  
crap-ish

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Unknown date

  
A very solid Shores of Hell design with just the right touch of the hellish. The hardest part is figuring out how to deal with the onslaught of the Barons at close quarters. Rocket launcher is the fastest way, but you have to be very careful. The red key apparently requires strafe-50-ing over the teleporter lines surrounding it. There is also a 30-sec door nearby, so there is no point in killing the Cacos too quickly. - N_A

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Unknown date

  
no one expects the spanish inquisition

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Unknown date

  
One-shot from a one-off author who seems an interesting chap. Awful first room, but gets much better; very tricky in an unfair way (lots of Barons of Hell in tight spaces, a spider mastermind in a pit, not much health) and yet again reminds me of how odd it is to chainsaw the flying skulls. They are made of bone. They are not fleshy, not like the other monsters. I can imagine chainsawing flesh. But the saw would just slip off bone, surely?

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Unknown date

  
Medium map for Doom 1, average texturing. Interesting use of gunshot switches. Still average. 3/5. printz

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Unknown date

  
too hard

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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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