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Apprehension

   (7 reviews)
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About This File

Enemy forces have in their possession a new weapon capable of explosions twenty times more powerful than a standard nuclear warhead. Codenamed the Black Death II for the widespread fear and destruction, you were sent in to steal the information and kill all resistance.

However, you were captured by the enemy forces and have become a POW. Their goal: Merciless Extermination. The day of your execution, you knock out the guard of your cell and snatch his gun. Time to kick some ass.

Secondary Objective: Escape from the complex with vital information on the enemy's weapon, the Black Death II.

Primary Objective: Give 'em Hell.


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Guest

Unknown date

  
It's a...well, it's a good map, and that's about it. But it's not memorable, the map does not display any evidence of using Boom functionality and thus deserving to be in "ports", the architecture and detail resembles a 1995 map, and the fights are bland. Not a bad map, but not a really great one either. 3/5 --Woolie

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Unknown date

  
Pretty good wad, but the level does not remind me of a threat of a massive weapon. 4 stars.

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Guest

Unknown date

  
Technically very good map, although I was stumped getting the red key, and I got bored after that point. But I was impressed with the shadows cast by a pair of crates in one room, they were awesome.

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Unknown date

  
I don't really like this map very well but Deepsea kicks ass 3-2-07

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Unknown date

  
This is Rais's Map15. Really good one. Download it now! =) 5/5-Moti

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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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