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Showdown

   (2 reviews)
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About This File

I call this particular level "Showdown". The reason for this is probably most apparent early in the game. My favorite four of the enemy list are represented here in droves, and classy weapons and bonuses abound (except for the BFG- 9000, which I thought made things a little too easy, and we can't have that...), as well as some crafty secrets and traps.

Four things to remember while playing:

1:Watch your ammo levels (health too!!) 2:Watch your ass as well! 3:If it smells like a trap, it probably is... 4:All secrets are in sequence; if you miss one, you won't be able to leave!

It is a real run for your money, but if you keep these things in mind, it's acually kind of easy after awhile ;) . BTW: Don't forget about the strafe maneuver!!


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Memfis

  
An early "slaughter" (not really) level. Very dumb and ugly. The only mildly entertaining thing about it is the buggy line that allows you to get out of the map (which is exactly the direction you should be going in).

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Unknown date

  
A large, very plain hall (and some siderooms) filled with big packs of various monsters. You have plenty of firepower and health, so it's pretty easy. An old-school slaughter map, sort of. It's surprisingly fun to play, actually. The action takes place both on big, high ledges and far below, on the ground. Make sure the groups of Cacos don't close in on you from above while you're down on the ground. No secrets. --2/5

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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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