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Heart (v1.17.3b)

   (7 reviews)
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About This File

Heart is the third level in the Grind series, following Grind2 and Dream. This level took a lot of time to complete, especially some of the detailing. It took forever to get the ammo/health balance right but I've beaten it a few times now and my testers inform me it's not impossible. The level was up to 15,000 SideDefs before I packed them (13,420 SideDefs packed), making this my largest level even though it's a fairly small map.


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Guest

Unknown date

  
Needs more detail. -Csonicgo

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Guest

Unknown date

  
It isn't that hard of a level. It is a good level and is pretty fun to play. Nice job man. 4/20/07

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Never_Again

Unknown date

  
A random collection of buildings in a courtyard. Tons of detail, zero flow. Looks nice, confusing to play. Not mentioned in the TXT nor the reviews: the switches that open the exit are Boom specials, so if you try this in prBoom-plus with -complevel 2 like I did you'll get stuck. 3/5

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  • File Reviews

    • By StevenC21 · Posted
      Umm... this isnt Doom 64? Or even remotely related to it?   In addition, its a shitty wad. You are expected to fight 2 arch-viles with a pistol, and then a cyberdemon witha  chaingun in an enclosed space.
    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
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