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COFFIN.WAD (DWARF2.ZIP)

   (2 reviews)
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About This File

This level would have had more, but I had problems with the texture I used (Redwall1, beware), so I gave up and decided to make another level with the remaining ideas (and another texture). Well, basically, this level is another Deathmatch joy, w/ not too many secrets, but plenty of weapons and a few tricks to getting them. Some of the switches on the columns aren't aligned, but in the interest of time, and a new level in the works, I said "Screw It"! So, enjoy the level and like the name says, it will become a coffin w/ a lot of bodies in it before long, hehe. Oh, yeah, if you play it co-op you might have a chance at UV setting, heheh.


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Unknown date

  
A large, red-bricked arena with some heavy-hitting monsters, and a few side rooms with mostly smaller monsters. You can easily get everyone fighting everyone else, or just grab some weapons and blast away! Unmarked teleporting lines may put you right in the inescapable centre cage with all those Cacos, so be sure to think twice before grabbing powerups or weapons (you can get to them *somehow*). The map is rather ugly, with clashing, unaligned textures, but I really liked the gameplay. No secrets. --3/5

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Unknown date

  
Actually dates from Wednesday 13 July 1994, rather than 2004. The readme claims that it is E2M3 but this is a filthy lie; it's actually E2M2. I enjoy the thought of a level called "Dwarf2". I have nothing to add to the previous review, which is the kind of detailed, well-written appraisal I like to read. The level's not bad and would be fun in deathmatch, but the inescapable cage is a mistake and ultimately I am overcome by a discreet melancholy that wounds my soul.

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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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