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The DIG

   (4 reviews)
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About This File

This is a nice blast-away level with some good design elements and great areas. Be especially careful in the central island, it has some nice almost-270 degrees crossfire. Move around quick and don't stay in one place! A rather simple system of teleporters can get nasty and pretty surprising if you'll let some of those monsters on them.

This level was inspired by a LucasArts game called 'The DIG'. As far as I remember, it has five small islands around a big one and at certain points in the game you had to acheive certain things in order to send a ray of light (? not sure) from each island to the big center island.


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Guest

Unknown date

  
Pro.

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Guest

Unknown date

  
i liked it

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Guest

Unknown date

  
This is dated January 1997. It's a brightly-lit miniature town, broken into tiny little levels that you visit one at a time. It has a pleasant, old-fashioned design, and the monsters are packed fairly tight; against it, you have absolutely masses of health, and it seems unfair to put a power-up at the bottom of an inescapable pit. It's also yet another level where a cyberdemon spends his leisure time standing underneath a crusher.

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5

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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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