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IC DooM 2003 'Yet More DooMing'

   (20 reviews)
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4 Screenshots

About This File

This is a single level, Single Player/Co-Op wad. Turned out to be pretty damn big and probably quite tough, though I have made a bit of an effort to make it easier on 'I don't want to Die' and 'Hurt me Plenty'. Personally I think the level plays better on these settings.


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TimeOfDeath

  
awesome - don't miss ssg secret at start, drop down the falls to the ledge - and don't miss bfg secret, follow ledge after ssg and go through mancubus cavern to lower floor

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Lightning Hunter

  
A lot of effort obviously went in to the detailing of this map, but the experience is let down by the poor layout and game play. The entire middle section of the map consists of opening dozens of doors to symmetrical rooms, and shooting hundreds of imps. There is far too much health and ammo (I had enough ammo to take on 10 Cyberdemons by the end of this thing). The ending isn't too bad, but by that point, I kind of wanted it to be over. 3 stars for the attempt.

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Guest

Unknown date

  
The start reminds me of a ultima doom map, I like this, maybe a little bit too repetitive as people already said, but I like this map. :)

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Guest

Unknown date

  
Repetitive gameplay, ugly textures, too dark... Still worth playing through once.

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Guest

Unknown date

  
Better than IC2002, not as good as IC2001, not NEARLY as good as IC2004. But still, quite OK overall.

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Guest

Unknown date

  
Beautiful wad, and whoever says that the texturing sux probaly wouldn't go on a roller coaster unless it had thick plush leather and flat screen multimedia centers in every seat. hell, this wad *is* just about that good. 4 stars.

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Unknown date

  
Too dark but otherwise very good. -pritch

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Unknown date

  
Castle-themed map that has you start outdoors and fight your way in. The start is cool, but it eventually becomes tedious fighting the same groups of monsters all the time (and there's a shitload of those bastards). Could probably have used a few more varied textures also. It's fairly balanced IF you know where the traps are (and those don't give much room for error) so save wisely and/or try lower skill option.

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Unknown date

  
This brings back memories of playing icdoom2. :)

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Unknown date

  
An excellent map, initially bafflingly non-linear (if you just take a flying leap) but one of those large-scale affairs whereby I have to find a quiet place and go off and make a coffee. I was only going to play it for a minute or so to see if it really was ugly and dark, but I got hooked. It's a bit monotonous - imps and demons, mostly - but great fun. Irritating if you die, though (saving is for weak people).

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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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