Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

HELIPAD.WAD

   (12 reviews)
Sign in to follow this  

Guest

About This File

This level doesn't work as well as anything but the first level in an


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

NuMetalManiak

  
hard to 100%, average map.

Share this review


Link to review
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

Share this review


Link to review
mallo

Unknown date

  
Meh. Average for '94.

Share this review


Link to review
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

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
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.

Share this review


Link to review
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).

Share this review


Link to review
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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
  • File Reviews

    • By elend · Posted
      When first reading this wad's description I thought this will be a 1994 style map, where someone just tried to recreate his office building to shoot up his colleages. Boy, was I wrong!   Going Down emerged as one of my favourite megawads so far, with its very clever use of small to medium map space and interesting gameplay mechanics in every single map. The first couple of maps start innocent enough, but soon you will find yourself navigating literal crawl spaces, thinking about use of space and / or slight puzzle mechanics just before being thrown into hell itself and fighting for your life. Going Down is designed as a literal descent into hell, which was the most beautifully realized aspect of it. How every map slightly changes into a more and more hellish theme is just great, great design work. Even though the later maps delve into slaughter territory I must admit that I still quite enjoyed it. Actually this was the first time I enjoyed being slaugthered and figuring out how to approach the map.   Going Down is simply an amazing piece of work, oozing quality from start to finish and rewarding the player with incredible elevator music inbetween. A must play.
    • By Rosh Fragger · Posted
      Such a wonderful creation! I really wish there were some more maps so this could make it into ZDaemon Thursday Night Survival (TNS) someday...
    • By Ajora · Posted
      This is a solid contender for being the absolute best Megawad that I've ever played. 
    • By NuMetalManiak · Posted
      I...did not review this, okay. well, it's blue and it's pretty decent and setpiece-y. get used to ribbiks' style and this one is just like all his other maps, very well-designed and fun to play. just watch out for MAP03's final area.
×