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SANCTUM SANCTORIUM

   (4 reviews)
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Replacement level for DOOM


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Sui Generis

  
This is a relatively good old map. Set in a fairly standard startan base, the map stands out as above average due to it's interconnection and it's interestingly designed areas. I found the method of accessing the blue key slightly obtuse (shoot a skull switch to lower a platform - automap use is also helpful) but otherwise this is short and enjoyable, with variety in height, light levels and interesting rooms/areas. With better texturing and perhaps more size, this might've been a minor classic. Try it!

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Unknown date

  
For a level from November 1994, this is quite good, and I was pleasantly surprised. It's still a bit crude in places, and there's an acid pit that unexpectedly doesn't hurt, and you can get stuck, but it's better than a lot of levels from 1995 or even 1996. There's a nice and surprisingly hectic final battle, too.

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Unknown date

  
Agreed with the previous reviewer the textures might be haphazardly placed in some areas but overall the rooms are of good quality. The areas still look rather simple however and the map is kind of short, but it really does not matter as the gameplay far outweighs the negatives that this map has unlike most 94 wads. Overall I really enjoyed playing this short little map and will award it 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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