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UAC Gates Central

   (14 reviews)
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Linedef 6088 closes sector 1396 via W1, therefore when after 6 minutes I got teleported to sector 1375, it was game over due to being locked... Until then, it shows some promise, but its darkness was quite annoying. Rated as-is: only 1* for the effort because gameplay is broken awfully. Suggestions @ author: 1) don't rely on linedef 6217 for reopening 1396, because the player doesn't know it's necessary, instead use f.e. a W-type linedef around 6207/6380; 2) too many chaingunners in dark areas is annoying.

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Bigger is not better. Huge, confusing and repetitive.

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Unknown date

  
a beautiful wad is not fuck, all wads is shit!!!

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Unknown date

  
Not too bad 4/5 - Kirby

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Unknown date

  
Could be better.

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Unknown date

  
This wad was really quite a fun one indeed. Very long and interesting. Worth giving a look.

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Unknown date

  
This map's age really shows. Why does it have to be so dark? There's also some other early Doom2 era hallmarks, like mazes and illusionary walls. So, the gameplay sucks, what about level design and architecture? Well, it was too dark to find out... 2/5 stars.

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Wow, this is a rather large map. It took some time to make it to the end. I did NOT use any cheats on UV so it can be done. 4/16/07

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awesome

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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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