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Doom II - GangUp

   (15 reviews)
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1 Screenshot

About This File

Sometimes it's better not to stand and fight. Sometimes it's a better idea to run like hell. At various points throughout this level, you'll have to choose when to fight and when to run. Choose well.


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Guest

  
Quite poor map layout, no ambiance, a zillion of technical errors and horrible gameplay makes this a rather bad map, even for 1995 standards. Small 1* for the effort.

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Unknown date

  
Very well put together level. Very tricksy. You'll need to use that map though!

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Unknown date

  
Actually from September 1995, and not December 2003. This is very poor and made me embarrassed to be a woman. The gameplay is full of frustratingly glitchy switch/trigger line puzzles that are irritating rather than intriguing.

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Unknown date

  
hees rite its plaged by erors

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Unknown date

  
This level is plagued with errors and gameplay issues. Do yourself a favor, skip this one.

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Unknown date

  
The map can be completed, and I don't recall any places where you can get stuck. It's quite difficult though.

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  • File Reviews

    • 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.
    • By Nems · Posted
      Aside from a couple of stinkers (I'm looking at you, maps 20 and 33), this was a pretty fun and challenging map set to play through. For the time limit imposed in order to make these maps, they're of pretty nice quality, I think. While I wasn't the biggest fan of the (in my opinion) overusage of Arch-Viles and Revenants, it was still a fair challenge.
    • By Classicgamer6 · Posted
      Disregard earlier review server error caused me to download the incorrect file. So what do I like? The textures combined with the sharp lighting contrast between heavy dark and rather bright areas. What I don't like is the rather empty feeling level with large rooms and corridors filled with medium tier enemies on Ultra Violence, i.e cacodemons and hellknights, while only given a shotgun and chaingun. The issue with this is that encounters become more tedious than dangerous. I would add a super shotgun or spread out the medium tier enemy placement. The level detailing leaves a lot to be desired with the large empty grey rooms/corridors reminding me more of Half-Life than Doom. With some more detailing and better monster/weapon placement I would rank this higher but as it stands this level leaves a lot to be desired.
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