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DSV Episode 4: The Revolution

   (21 reviews)
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Unknown date

  
Doom 64 graphics mixed with PC Doom are a no-no. The maps have nothing interesting to show, you just blast trhough them. Story? Could be none, it's of no use here anyway. 2/5 -- ellmo

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Unknown date

  
Simply amazing. Kicked up a notch from most other mega-wads. 5/5

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Guest

Unknown date

  
heh. 5 stars

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Unknown date

  
Woah, like this is so awesome!

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Guest

Unknown date

  
Ignore the "review" above. This is an excellent megawad. Good gameplay and solid design.

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Guest

Unknown date

  
Nice graphics from doom 64 and some outstanding dehacked work.

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Unknown date

  
Fucking amazing megawad. 5/5 Wow, SSWolfenSie please dont be such an anal-retentive bastard next time. thx. -=R3D=-

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Unknown date

  
0 stars. Why? That's why! -poor and moronly graphics. -switches don't working... -Dark Cyberdemon??? Well that's totally stupid. 0/5-- SSWolfenSie :(

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Unknown date

  
Great megawad with awesome dehacked work. Oh, one more thing, SSWolfenSie is an idiot. 5/5--soft_haxorz

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Guest

Unknown date

  
Great stuff. exellent megawad.

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Unknown date

  
This is totally awesome but just a quick question I thought you said you would not make another part to this series did you not. I am not complaining just wondering 5/5

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  • File Reviews

    • 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
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
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