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DIAMOND1.WAD AND DIAMOND2.WAD

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About This File

Here is an example of a level generated with NewDEU 5.0b Rev. 4 by Raphael Quinet. Since he asked every NewDEU user to do so, I have now mentioned the utillity by which the level was modified. The first level "DIAMOND1.WAD" is the first derivation, distinctly designed for my Doom aptitude. After letting some friends test the level (by using NewDEU 5.0b Rev. 3 with some minor clipping problems) I decided to modify the level and make it a bit simpler. All the secrets and switches are the same; only the size of the pedestals has changed. After you see the level you will realize it is very short, but, it took more than four hours to create! The level "DIAMOND2.WAD" is the easier of the two, although the monster-difficulty has not changed any. The levels *should* work with Deathmatch and cooperative, but, I have not had an opportunity to test either over a multiplayer connection... this testing happens tomorrow :)

Enjoy!


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Unknown date

  
Two nearly identical maps. There's a pillar puzzle here of some sorts, but it falls hilariously short (try it and you'll see what I mean). Very small, very easy, completely uninteresting. --1/5

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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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