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ASSENT.ZIP

   (8 reviews)
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About This File

This is the first level in a new 7 level episode, assent to heaven straight oughta hell.


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Guest

Unknown date

  
One to remember the next time someone asks the "worst wad ever" question.

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Unknown date

  
I had to remove a number of superfluous player 2 starts to even get this to work, but I shouldn't have bothered. This map has to be one of the worst ever made. It practically falls apart in front of your eyes, and features almost every conceivable editing mistake (yes, even monsters stuck in barrels and each other) for a map of this size and complexity. At least the glowing path was tolerable, and that final "door" made me smile. --0/5

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Unknown date

  
A ridiculous jokewad, avoid

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Unknown date

  
This deserves some kind of award for the penultimate room, which is broken in so many ways; at least in GZDoom I ran straight through one of the walls, outside the level entirely! I ran so far away. And I *could* get away. I've never done that before.

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Unknown date

  
Short, technically poor and dull level from 1994. To be fair, it's not quite as bad as the previous reviewer states; I think the "monsters stuck in barrels and each other" are intentional (so that you can gib them with the barrels and the rocket launcher). But otherwise there are missing textures, odd bits, poor texture choices, and only a tiny stab at non-linear gameplay.

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Unknown date

  
This shit stinks

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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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