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N.D.R. 3

   (11 reviews)
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A fairly small, medium difficulty level for DOOM II. A brown brick and metal theme, not requiring a source port, although there's a MAPINFO lump in there providing some purely cosmetic enhancements when using ZDoom (change of music, name in map, etc.)

This is actually the first "proper" DOOM II map I've made. Gee, only took me 8 years since the game's release. Hopefully it's better than the usual "my first level" crap.

Oh yeah, if you're using a port that allows jumping, don't. There are some bits you might be able to cheat on if you do.


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Arrowhead

  

A bit of a cramped map, but there are many fun fights to see here. This is one of those maps w/ very little room to run around. You better be able to dodge revenant fireballs in close quarters if you are to have success here. This map isn't too difficult, but it is a fair challenge. I'd say it'd be a 6/10 on the difficulty scale today.

 

There is some mean archvile placement in this map, too. A lot of fights involve hit and run tactics, as there isn't nearly enough room to circle-strafe in this map. Because one can't circle-strafe, the map is far more difficult.

 

There is one absolutely great trap involving a dark corridor near the end of the map. I don't want to spoil it, as its quite a 'scary' section of the map.

 

I recommend you play w/ a port that supports MAPINFO, as there is a message at the end of the WAD when you win.

 

Great map from the early 2000s. Check it out!

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Zahid

  
congested layout...some hordes of baddies to kill is fun other than hordes, monsters rather used in predictable style...overall a decent effort

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Guest

Unknown date

  
How should I beat that?

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Guest

Unknown date

  
This is dated January 2001. It's good fun. You fight about 90 baddies in a well-made wooden warehouse-techbase that has some crates (but no crate maze). Lots of close-up action. Starts off weak, because you spend a lot of the level backing away and shooting things at point-blank, but picks up with a decent archvile fight and a surprisingly brutal corridor ambush. Apart from the end battle that's pretty much it, but it's a compact map anyway.

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Guest

Unknown date

  
not bad, a bit cramped

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Guest

Unknown date

  
This is a rather small map and it's cramped which makes gameplay a good challenge. Tough monsters around you and no space to dodge. So you better get prepared for some good close combats. Visually, the map is ok not bare at all, but nothing special to find. Just the common boxes and panels. 3.5/5 -Milian

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Unknown date

  
This is pretty good for a first map. I liked it. A few tricks I normally don't see new authors do caught me off guard. Nice Job

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Guest

Unknown date

  
5

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Guest

Unknown date

  
Fun little map.4*

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  • File Reviews

    • By erzboesewicht · Posted
      Really good puzzle map in a big dark metal/stone building. It catches the atmosphere of Bob Evans' Eternal Doom stuff, and I think there are even some homages to some other Eternal Doom maps as well (for example, the big two-layered outdoor area looks a bit like the "amusement park" in MAP26).   In my experience the puzzles were a bit easier than in "Silures" or "Excalibur", but it's possible that having played a lot of puzzle map stuff since I played Eternal Doom, having played through the whole canon of Bob Evans and Jim Flynn, and liking to search for Doom secrets in every map has made me recognize certain tropes better. The puzzles I liked most were (the spoilers only give minor hints):
          Gameplay is good too, at the start ammo is scarce so the chainsaw and berserk are your friend, and midtiers say hello from the start on, but hitscanners are the biggest threat. Rockets should be saved for archviles until you find the first larger cache.   9,5/10
    • By Somniac · Posted
      Fun, challenging set of maps that looks much better than you might expect for the time it was made. These maps will still slap you around a bit on HMP if you're not staying sharp. The author is fond of Chaingunner ambushes which keep you on your toes. I didn't find the SSG until around MAP05, which was cool, I like when its not given out too early. Pistol-starting the last two maps is pretty tough, but doable.   The map designs do a really good job of letting the player see crucial areas from different angles through progression and the layouts are really tidy overall, and feel a bit more modern than a lot of other 94/95 maps I've played. There are some really nice large-scale vistas (like the start of MAP06), nice uses of verticality and a good mixture of tight and more open combat.   Recommended!
    • By Darman Macray · Posted
      Spectacular visuals and engaging combat make this an absolute must play. There's a puzzle with a "Shoot the thing" answer that kind of comes out of left field and can be an easy place to get stuck if you're not on your toes, but that hardly stops the map from being a thrilling masterpiece.
    • By Darman Macray · Posted
      E3M9's refrain of back-tracking to a church for keys is a little tedious, and there are a few moments where things can become a frustrating key/switch hunt as you figure out what to do next, but aside from that, this an intense and rewarding adventure with beautiful lighting and architecture.
    • By JKWAD · Posted
      This actually Reminds of Me Epic 2
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