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LUCKOUT.WAD

   (1 review)
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About This File

If you suck at Doom don't play this level, it's not worth your time. Erase it now. Or, if you don't have Super DooM Guns, wait till you do. Otherwise, read on.

Well, just like the last, this level is made for those who think they are badass players. Run through it on UV, and that should be enough to make you swear! I did make HMP level lower the monsters, you also loose some weapons, but it is easier, for those of you who were wrong about being a badass. If you beat this level, hey, GOOD JOB, otherwise, play it again, SAM! If you think it is impossible, well, you're a wimp, it has been beaten by people other than me.

If you find that you like the challenge, and the re-occuring themes (teleports) and want some more challenges, get a hold of the other levels in the LUCK series. You can get them at my BBS (listed below) or the one you got this one at.


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Unknown date

  
A small, plain stone map, with a couple of big traps involving tons of teleporting monsters. The gameplay is pretty brutal -- not nearly as difficult as the author claims, of course (this is a very old map!), but a lot of fun. Plenty of opportunities for tactic playing... or you can just charge through. Watch out for hidden teleporting lines. No secrets. Recommended for a quick, fun slaughter. --3/5

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • 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
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