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Rhea 3 Alpha Version

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About This File

Ah Rhea 3. The third map in my Rhea series of Doom2 maps. I started this map around the time Half-Life was released, as being inspired by HLs arcitecture. I orginally wanted to create my own megawad called "The Rhea Conspricy", but as I one man project started during my highschool years, that never happened.

So when I discovered the Doom community was "thriving" I decided to create and small hub based episode instead. But "Real Life" and sheer laziness killed that swiftly. It was suppose to be my own personal end-all-be-all of Doom projects that I had planned. This map was planned to be the central hub for the Rhea3 complex. Six maps (including this one) were to make up the massive station of the Rhea3 complex.

Well, as one can see that isn't happening any time soon. Anyway, I've final decided to quit beating the proverbile dead horse and call it quits for Rhea3 and let it die peacefully.

But instead I have decided to share it with the community in the hopes that it map find a home in a wad somewhere.

I only have a few projects left that I really want to finish such as my FreeDoom maps (2 and 9), Chainsaws and Boomsticks Single Player, and another semi-unanounced project called "Hate"

Well I hope somebody can put this to good use, since I never really did. (I may do something with it someday but only time will tell.)

Please read the Copyrights/Permissions section for more details.


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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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