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Under Neith

   (24 reviews)
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About This File

A sequel to Neith.wad. The title was suggested by NiGHTMARE. The theme kind of goes all over the place. I spent over a year on this map so maybe it isn't all that consistent. It's kind of an experimental design, and maybe it's ugly. I've spent too long looking at it to tell anymore.


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Guest

Unknown date

  
Neith.wad was great fun - a simple clean design with an emphasis on berzerk punching - and this is similar, but larger and gloomier. There's the same emphasis on punching (lots of demons and spectres) and the design details are simple but cute, like a Lego set. It's not too hard, but the wandering design was irritating in the second half of the map, when you've killed most of the baddies; the automap is essential. Overall I prefer the original Neith, because it's less wandery.

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Guest

Unknown date

  
A map that everyone should play. Excellent design and gameplay. - Kaiser

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Guest

Unknown date

  
Excellent map that's a shining example of how to do non-linear layout and design. Only slight complaint is the tight ammo, but still I'll be nice 5/5

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Guest

Unknown date

  
Very cool map. I had just done some 10 minute long ambient wave with some fuzz and klanging... It was just perfect for that map. Some of the lights had some weird trouble with Doomsday, they made some big holes to the ground or ceiling.

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Guest

Unknown date

  
A worthy successor to Neith, incredibly well detailed. Good balance of berserk/chainsaw kills to weapon kills, I was entirely out of ammo at one stage, though got back up quickly. Probably the best Cyberdemon battle I've ever had. The plasma secret makes most of the Barons too easy, and you *need* the automap to find all secrets. Rocket launcher is useless, didn't fire it once. Though a bit of backtracking involved, which can be a slowdown as the map is so complex. 4.5/5

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Guest

Unknown date

  
Hmm..it is a nice map though I can understand someone saying he got bored, the combat is mostly average with some really "gay" baron placement, but it flows very well. Personally I died at the cyber, and didn´t even bother to reload :/ 3/5

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Lightning Hunter

Unknown date

  
One of the nicest looking maps for Doom, Neith2 shines with the excellent custom texture usage, detail, and lighting. The game play is decent, with some ammo conservation required near the start. There aren't any big traps, unfortunately. Quite a lot of backtracking is required to find the keys and doors - something a few people might not find enjoyable. The map could have used more large, open rooms. It feels rather claustrophobic. Overall, a highly recommended map for the unique detail and theme.

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Guest

Unknown date

  
I got bored...

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Guest

Unknown date

  
A fun map to blast through.

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Guest

Unknown date

  
This map is too long with too many abrupt changes to the texture palette. It should be broken into two or three levels, and even then the linear fashion of the design does get tiresome, as do the rather mundane fights. I suggest forming one idea and then sticking to that throughout the design process. This level feels like the author went on a creative wander; making rooms, details, and textures at random without a unison focus. I liked wareevil a lot more than this.

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Guest

Unknown date

  
I love that irregular map shape, and all the Sargebaldy's style. Texture and lightwork is just excelent, monsters are a bit too obviously placed, and there are no traps (IIRC). Ammo isn't tight unless you shoot inacurately. I even had too much of shotgun ammo, though bullets and rockets were at 0. There's enough of health and armor if you play wise. And Doomsday doesn't like voids /methinks, and Sarge uses voids for different sector lightning in vanilla Doom. -ellmo

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Guest

Unknown date

  
Gameplay was well balanced and ammo wasn't a problem thanks to the berserk near the start. For the final battles I didn't need all the provided rockets though, I had enough cells. There are a lot of little sector details, and the architechture is quite unique. You won't find many sectors (that are not lights etc.) that are aligned to the grid. There's also a load of different texture themes, you'll be walking into a fresh new environment every few rooms. -Espi

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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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