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Ladder Tutorial

   (5 reviews)
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1 Screenshot

About This File

Shows how to make a vanilla ladder that looks good. This can be expanded upon to create even more 3D looking ladders, but I used a simple design. More explanation below. CREDITS Myself

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Unknown date

I like such WADs with technical stuff. Though, it looks nice, it's not very impressive and there is not much more to see.. 3/5 - Optimus

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Unknown date

The author basically makes a steep staircase and covers it with a middle texture. I've not seen this particular method, so I'll grant him a 4/5. I still prefer the broken sector method. -EarthQuake

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  • File Reviews

    • By Walter confetti · Posted
      Old school classic of mine, i remember playing this map back in the days where the only to play doom maps are buying (or having them as a gift) shovelware CDs or have some luck to find some PC magazines that sells CDs with some Doom maps included, in this case PC Gamer or The Games Machine (an italian videogame magazine) and this in the age of Duke Nukem 3D / Quake era, a pretty hard task as you probably imagine! After this little premise, this map is... pretty cool as i remembered it. Maybe too easier now than the old days, it is also one of the few map that use a darker variant of WFALLx texture, a thing that in that times was really, really unique. It reminds of a easy map from TNT. The mine tunnels are actually way too squarish and the monsters aren't that hard. But layout is pretty fluid and map is pretty fun to play...
    • By Musk · Posted
      Love the unique twist of taking on visuals straight out of a comic, it's a breath of fresh air to blast demons in a purgatory like esque, instead of hell for the dozen time.  
    • By Juza · Posted
      One of my favorite megawads. Unique, humorous, memorably, and featuring lots cutesy sector work, such as toilets, helicopters, chairs, and the such, all of which are entertaining to see. Oh, and let's not forget it also has the best IoS fight ever (props to Gusta's girlfriend for serving as reference).   The early levels (from 1 to 7, with the exclusion of the 5th), compared to the rest of the megawad, are very low quality. Not to say they're bad, but they're not levels I'd like to replay when I think of what else KSutra has to offer, or what initially comes to mind when I think of this wad.   Gusta and Method were the level makers of this wad, Adolf "Gusta" Vojta making most levels for the wad (23 levels), and three levels in collaboration with Jakub "Method man" Razák, who alone made merely 6 levels.    Method's levels are easily the lesser the megawad has to offer, being the most lacking in overall quality, and with gameplay and progression ranging from dull to irritating, and are solely the reason this isn't a 5/5, but a 4/5 for me. As for Gusta's levels, I found his progression with level design was visible, with almost every next level outdoing the previous. They're the most unique, fun, and slaughterful.   Gusta and Method boy didn't aim for "pretty visuals, pretty enemy placements, pretty mindblowing mechanics, etc.", they simply aimed for making the levels fun, regardless of what sacrifices. Though they're easier than the usual late-AV or HR level, they're still challenging, and if you're an avid classic lover like me, you'll easily spot the specific inspirations taken from the classic megawads the authors claim to be fans of. And Duke Nukem 3D. What was taken from that is most visible.   4/5, give it a go, but don't be put off by the early, or Method's levels. This is an essential experience to every player who's taken interest in classic Doom community works.    
    • By Asking4Id · Posted
      Visually this wad is very ugly because it uses monochrome. I don't understand this design choice. Absolutely a turn off. 
    • By NuMetalManiak · Posted
      TiC is most known for the Memento Mori's both of which were high-profile releases made for co-op, as well as Requiem which was their final wad. also they are known for Slaughter Until Death, Evil Unleashed, and finally Obituary, which is their most unique release overall. the styles of both Denis and Thomas Moller are quite outdated when put against any and all modern mappers who even exist, but they still prove quite memorable in encounters, notably of the cramped kind. Obituary as I said is the most unique release, the one where they worked with dehacked to create custom enemies (this unfortunately makes the thing hard to play unless you get it from the DSDA download, which consolidates it nicely. the rocket troopers are the best and worst new enemy simultaneously, nasty foes that can easily kill anything around them, even themselves. the stealth fighter is also high on the priority list due to him being fast, and the "harder imp" well he's just harder and all. there's apparently a weapons patch, but it's perfectly playable without it.   looking at the level design, my biggest issue in all honesty may just be the first level and the weird way of getting that yellow key, which is the only real bug. other than that, cramped combat makes for consistent watchful eyes of the surroundings. MAP05 is also quite memorable if a bit long, while others are fairly standard and a bit unmemorable. doesn't mean they are bad though. the teleporter closets in some maps are very poorly constructed it seems, but the whole set still proves to be quite fun to play even with the dated level design.