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X-treme (demo)

   (29 reviews)
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About This File

Well, maybe it's wrong to call this a demo, it's more like a HD-cleaning. It was close that these 2 levels were lost in my last reformat, I remembered to upload them the very last minute. Since it's not likely that I will work on this megawad- project anytime soon I might just as well release these levels standalone.

The difficulty is balanced so that skill 4 is not playable or fun in any way, so don't bother trying it unless you are a masochist.


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Unknown date

  
To the poster who said that skill 4 being made unplayable and/or fun, it's probably for Compet-N speedrunners. Besides, there are even harder maps out there. As for the maps themselves, I'm used to high monster counts... as long as they don't lag my comp, that is.

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Guest

Unknown date

  
HOW DO YOU BEAT THIS -40oz

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Guest

Unknown date

  
What's the point of making one of the skill levels unplayable or fun? Perhaps it's better that you aren't going to release a megawad after all.

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Guest

Unknown date

  
dude make a mega wad based off this level this level kicks ass you get 999stars - DOOMMAN98

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Guest

Unknown date

  
Magnificent. Make more. -Tango

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Guest

Unknown date

  
Perfect, simply perfect. Fits my playstyle perfectly. 5/5 - Belial

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Guest

Unknown date

  
Two levels from 2003, although they look and feel like good levels from 1997 or 1998. As the author points out, they are unplayable on ultraviolence; you are bombarded with archviles, chaingunners, etc. The beginning of Map02 is quite funny in this respect. On the lesser difficulty levels the maps are entertaining but unexceptional. As part of a megawad they would be fine, but individually they're notable more for the hilarious difficulty than anything else.

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Unknown date

  
A good hard map, especially on skill 4/5... Well detailled and should be played. Enjoy it!

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Guest

Unknown date

  
Yeah.....Great Map.....4 Stars :P

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Guest

Unknown date

  
At least it looks nice. I preferred your Scythe-era skill levels to your more recent stuff.

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Guest

Unknown date

  
Definitely playable on UV by 2009 standards, but it should give even veteran doomers a good run for their money. Gameplay and design is simply perfect, exceptional flow and simple but intuitive architecture (i.e. you're never lost wondering where to go next). Lower skills are relatively interesting if you can't handle UV, although it plays more like standard maps then. 5/5

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Unknown date

  
great wad!! and the skill is awesome good!! first tryed with the heirachyofchaos wad but that was too hard on the second map!! let this skill alive!! whats up with the megawad project?? good job anyway, thx 4 the work

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Unknown date

  
Masochist? Hell yeah. Pretty tough levels but certainly not the hardest I've played. You should totally work on the megawad! 5/5

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Unknown date

  
'Definitely playable on UV by 2009 standards'? Well, technically spoken: yes. That means: for those very few professional players whose skills are far, far above all Joe Anonymous's here silly claiming it's easy. Personally I think it's impossible for about 99% of the visitors here. Having said that, did playing this level with simple layout give fun? Well, not much.

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • 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
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