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Crusader

   (7 reviews)
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2 Screenshots

About This File

Set in a mining base on one of Jupiter's moons, you must escape the hell infested facility. This wad is part of the final wad set I will make. I really don't know when I will stop, but when I do make my last wad, it will be in the kaiser_* series.


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Guest

Unknown date

  
Sprawling, partly nonlinear map, which is the best about it, because the gameplay doesn't offer much excitement. Also, what's the point in giving the automap, but not showing all secrets, AND putting a fake one right at the start? Always feels like this author is mocking the player with the secrets. 3

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Unknown date

  
The architecture and map layout is good standard with nice details, thoughtful texturing and subtle light effects. The monster placement and some nice traps make it challenging but very fair. Plus, there's a nice test of your moving skills with a teleporting Megasphere. However, there was also a little disappointment, when the map ended without the "big showdown" which I had expected when I saw the (unreachable ?) armory near the exit. This way, the gameplay is somewhat missing its climax. 4/5 -Milian

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Unknown date

  
Really nothing that needs introducing - this is the like the tenth level in this series and since all the previous levels have been very good - can't you guess that this level is very good too? 5/5 - Kak Home

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Unknown date

  
Very good level, as always. Consistant difficulty right up to the yellow key. Please don't stop mapping Kaiser! - pritch.

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Guest

Unknown date

  
Not as good as some of Kaiser's other wads. Deepsea rocks. 5/4/07

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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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