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Marsbase

   (9 reviews)
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About This File

Very large tech base designed for single player or co-op. No real story behind this level. It was just some thing new to co-op in... :)


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Guest

Unknown date

  
Fun, but overammoed.

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Guest

Unknown date

  
This map is not bad and not good. Gameplay is ok, but a bit too easy with several soulspheres and tons of ammo. The look is ok, but a bit too rough and unelaborated. It's a very avarage map and since it isn't too big, you can play it without wasting your time, but you won't miss too much if you don't. 2.5/5 -Milian

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Unknown date

  
Had some potential... reduce the amount of health and cut the ammo by half or even 75%... it's a basic run of the mill level. 2.5/5. I'll round it to 3 for at least the effort.

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Guest

Unknown date

  
This is from March 1998, although it feels older. It's basically a militantly average techbase, with lots of square corridors and simple textures. I liked it a bit, because it's unassuming and nostalgic, although 1998 was too late for something this basic (two years after Memento Mori and a year after Hell Revealed). The cratemaze / switchhunt bored the trousers off me, and the ending is a damp squib.

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Guest

Unknown date

  
Dull at the near end. 2.5 stars

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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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