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Metal doom][

   (5 reviews)
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My first level constructed for DOOM ][. Feedback always welcome. I used primarily the new textures from DOOM ][ because they are, well, new. I of course threw in some of the new monsters. This level is, like the MUD series of wads (not by me), absolutely filled with monsters, ammunition and health. You may want to try a tactic that I developed from playing the MUD wads: Open up a door, back away and send a few rocket rounds into the room. This should serve to thin out their ranks a bit, making the room more manageable.

One suggestion: Be careful when getting the blue key or you may find yourself unable to get out of the room that it is in. I suggest saving the game just before getting it.

There are a few problems with DEU2 (although it is the best DOOM ][ editor currently avail- able). I could not make normal fast opening doors as the ceiling would come down instead. I was originally planning to make the level quite large (> 1000 vertices), but the memory drain on deu 2 was such that I had to stop early. Some of the functions were no longer available and the editor started to make mistakes. Eventually deu would no longer save the level.


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StupidBunny

  
A medium-sized map from the early days of Doom. The design is mostly pretty good for the time, with lots of traps, secrets, and room to explore and get lost a bit. There is one spot where you can easily get stuck if you don't land on the rising floor in time...unless there's something I'm missing. There are also some freaky nodebuilding bugs here and there.

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Unknown date

  
it was grait untell i fell into a dam howle!

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Unknown date

  
I liked it - rebuild the nodes to play it (thanks EarthQuake) - you have to skip a teleport linedef to trigger a secret

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Unknown date

  
-Level design is of a slidge style. -Tons of dark areas. The level is like a dark maze filled with tons of monsters. 5/5 The author is my flash teacher in college.

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  • File Reviews

    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
    • By Yura04kizel · Posted
      Laggy hell with 32k monsters and too much invulnerability spheres. Just... total vomit.
    • By Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.
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