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The Court Yard

   (2 reviews)
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This level I tried to get a tier effect. There are many hidden doors and Keys.(you will need 2) As in all my wads there is a hidden switch to end the level. Lots of bad guys a perfect level for 2 or more. Look for the key to open the hidden door that leads to the way out. Weapons availability You can get every where but remember teleporters have 4 sides... this means I can send you 4 a different way depending which side you use(BIG HINT) good luck let me know if you like it or hate It. (Chain gun, Plasma gun, Shotgun, Rocket Launcher)


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Unknown date

  
A slight improvement over the author's previous maps (dminve/dmtele). There's still a shitload of ammo and health, with few monsters spread thinly over enormous rooms and areas. The courtyard and surrounding structures look decent; there are attempts at gameplay, even, with a Cyber fight at the end. Still, this pretty much sucks. You have to rely on trial-and-error to find vital doors, correct sides of teleporters, and keys (good luck finding the blue key without looking in an editor). --1/5

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Guest

Unknown date

  
Yes, awful, and would be awful in Deathmatch. The blue key is easier to find with modern source ports that allow looking up and down. But the trial-and-error doors and multi-side teleporters are killers; this wad dates from a time when some people thought that the best way to entertain the player was to piss him off, viz Space Quest etc.

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  • File Reviews

    • 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
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
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