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HELIPAD.WAD

   (12 reviews)
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This level doesn't work as well as anything but the first level in an


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NuMetalManiak

  
hard to 100%, average map.

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Guest

Unknown date

  
Uh...I must have played this 3-4 times in the past out of boredom. Was actually pretty decent back then in 1995-1996. Today...well...not as much. 3/5 -Maes

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mallo

Unknown date

  
Meh. Average for '94.

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Guest

Unknown date

  
This is a fairly well-designed map (considering its age). It was included in the "Knee-Deep in the DEU" package. The gameplay is very fun. A design bug prevents the player from reaching the soulsphere as intended, however it can be reached with a rocket jump, so 100% kills and secrets is possible. A fun little map. --4/5

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Guest

Unknown date

  
A nice enough map, though nothing spectacular, and it is a bit too easy to reach the exit. No need for an RJ to get across the gap to the soulsphere - strafe-50 is sufficient. I wonder what the intended method was though... Never mind - the trick route is cool anyway.

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Guest

Unknown date

  
This is a fun but unpolished early map. You can run straight to the exit, and although there are keys, they only open up secret areas. There are some stuck demons, misaligned textures, and a broken non-secret that involves a one-dimensional switch. You can reach the soulsphere with strafe-40. You're supposed to raise some flooring to get the sphere, but you can't get to the switch (which is behind the blue key door). You can also get stuck in one of the imp alcoves.

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Never_Again

Unknown date

  
A nice level from April '94. You can raise ALL the plats leading to the supercharge by following this route: blue key -> switch behind blue-key door -> switch in big room with plasma rifle -> switch in northernmost courtyard.

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Guest

Unknown date

  
^Agree, especially since it's one of those maps that are mostly skippable (though not quite as blatant as one Nicholas Bell map - forget author's name for sure and don't remember name of wad, but it was a huge maps where you started RIGHT at the exit).

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Guest

Unknown date

  
An interesting early WAD. Strange use of wall textures as doors. Lots of misaligned textures. Memorable basically for two things. 1: There's a neat idea of a helipad at the beginning. 2: The exit is literally right there as you enter the main part of the level, allowing you to skip everything. Overall...Yeah, it's a 1994 WAD :P

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Guest

Unknown date

  
Okay for 1994, but it hasn't aged well at all. 3/5

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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