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ESCAPE

   (4 reviews)
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About This File

A spooky castle with skeletons in the dungeons. You have been incarcerated here for a few years after unsuccessfully attempting to storm the place on your own (a foolish thing to do). Still, your superiors think you might have useful information (if you're still alive), so they send in a real marine to bail you out. Unfortunately, your guard is a tough nut and manages to blend the marine's brains with the wallpaper before himself buying the farm. Pity, you'll never finish that game of halma. With his dying breath the marine croaks something about a secret passage and a teleporter waiting for you out in the woods, so you set off, wondering who in Hell designed this amazing place. You wish you had more time to hang around.

The file is ESCAPE.WAD and is a level E1M3, i.e. episode 1 mission 3. It supports 2 modes: killing mode (ultra violence only), and strolling around whistling and giving it all the architect's once-over (all other settings). It is not particularly suitable for deathmatch, I don't think, because it's fairly linear. There are no keys or any of that unrealistic stuff which is for RPG wimps .


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Unknown date

  
This is dated June 1994, and yet it's not bad; in fact the design, lighting etc are surprisingly sophisticated, although it's often hard to tell which walls are doors and which are walls. It's a castle-style map where you fight from the inside out. The design is essentially linear, and it's not at all hard - there are some barons, but you have a plasma gun and rockets. It's also very small, with only 46 baddies, but technically far better than most 1994 levels.

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Unknown date

  
This small map has a really nice layout, with conventional, yet effective designs. You'll be short on ammo all the way, nevertheless it's quite easy to play through. Thumbs up! -- 4/5

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Unknown date

  
Nice and a positive exception from the 1994-annoyance, however nothing to return to shortly...

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  • File Reviews

    • By MuratMikal · Posted
      An enjoyable set of maps of easy difficulty (MAP 07 is medium) in UV with simple design that worked well for me. Finished the whole set in 02:40 min. Certainly worth a shot!
       
    • By chlef · Posted
      I rarely quit a wad in disgust, but this one did it. It was pushing a 5 star experience, but then the slaughter stupid started ~map19 and only got worse. It's not clever, not amusing and absolutely not entertaining. It ruined an otherwise good wad and left a very sour taste. Why do mappers do this? Played on HNTR and it really was that bad.
    • By P41R47 · Posted
      I have a real blast while playing this megawad. Think that Quake is not brown enough? You will get the ultimate browness here. I think that, beside the simplistic ugliness of it, it gives a good cohesive look to all the maps. And this one are really big and fun to explore. The ideas of cities, fortresses, islands, canyons and caves, and finaly tech base on moon, are really neat and some looks really good. The story of the wad is pretty good, too. I love the liberties that the author takes while doing this mapset. As i played a lot and i found this kind of ideas in a few wads along the way.
      What i didn't like it much, is that there wasn't other skies than the episode one sky from Doom 2. Again, i think it is that way for a cohesive storytelling, but anyway, it would be cool to feel the sense of time in the maps with different skies and shadows deploying in differents ways along the maps.

      This could be the Eternal Doom of doom stock textures, but the linearity of the maps, aside from the somewhat empty but interesting areas to explore, departs slighty from the formula, and there are not soo much details as one might expect from a mapset like this. Don't get fooled by that, even with the somewhat Heretic-like linearity, the maps are fun, gorgeous in its brownway and pretty challenging.
        I recommend this megawad to anyone that likes to explore and have a challenge in the vein of the best of team TNT mapsets.
    • By DharmaForOne · Posted
      I liked it better than Claptrapino. Maybe because I'm a novice level maker too. Obviously it's the work of a newbie, but I absolutely understand how it might have taken 10+ hours. I think I've spent at least that long and haven't even completed any levels yet.   I actually thought it was an interesting basic concept to start in the middle of a maze, with areas you've previously cleared not guaranteed to be safe anymore with the portals and spawns. I died twice in my attempts and finished the third time. When I realized that staying in place, conserving resources and clearing wasn't working I took the invulnerability and just ran through the halls spraying high damage weapons.   The level did seem unfinished though. What are the keys for? Are there secrets in the level that contain locked doors?    
    • By aargh · Posted
      Yes, this is a legendary megawad. Yes, there is a lot of positives to say about it.
      But I can't ignore the button madness present in many levels. In the second half of the games this gets utterly insane - you WILL spend most of the time bashing and shooting every inch of every wall to find yet another hidden switch to be able to progress. Many switches open hidden doors in an unrelated location on the other side of the level without even telling you. Some levels have switches completely invisible and one of them even hides switches in random decoration sprites like trees. I'm sorry but this was no fun and in the end it ruined the entire megawad for me.
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