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The Mine

   (4 reviews)
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About This File

A stage based on an abandoned mine of some sort. I guess the old plot of monsters invading the mine would work, but it's a damn fine level. I've moved on to other things, but every now and then I play this level just to remind me how good DOOM can be.


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Walter confetti

  

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...

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Zahid

  
A pretty decent map for 96,bit easy for modern standards but enjoyable...

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Guest

Unknown date

  
It has great scenery! 4/5 - Optimus

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  • File Reviews

    • By triplebarrel · Posted
      If The Room was a Doom .wad, it would be this.   This wad has some fucking horribly overscaled maps and has mostly flat areas. Most parts are best described as boxy and repetitive and it drowns the player in Cyberdemons commonly. Oh yeah, also there being a key required to continue by going in a basically 0 brightness corridor - that being in the first map alone. I'd probably mistake this for being a wad made in 1994, but no, it's made in 2011.
    • By NuMetalManiak · Posted
      amongst Monti's weirdly made levels we have Reticula: Episode 1, for something that I assume is still somehow in development. the design decisions in this one can be traditional Monti, but I'll be damned if I say the gameplay is anything similar. Monti's going for "full of tricks and ambushes" and what you see is certainly what you get. what that means in this case is you must expect an ambush just about anywhere, a monster teleporting in front of you, several walls opening up around you, columns opening up featuring lots of enemies inside, the annoying moments when enemies teleport both in front and behind you. it's gonna be something you're gonna see in each map.   for the level themes, MAP02 easily wins most unique, even if it may not seem as fun. DOORTRAK is the theme texture, and it is quite a weird one. MAP06 is inspired by weird civilizations and MAP08 is the kind of map I associate most with Monti, nukage halls and radsuits galore. every other map isn't as memorable aside from their traps but follows traditional Monti conventions, such as Doom Alpha-inspired locales and all. it's an average episode, the traps will certainly make some annoyed.
    • By MuratMikal · Posted
      Now, that's more like it. A very beautiful, balanced and challenging megawad overall, enjoyed almost all maps at UV. This is how a set of maps should be done, easy levels at first and increasing the difficult on next maps. The best maps for me were = 06, 10, 11, 12, 15, 18, 32 and 24. I only didn't like the map 19. Certainly worth a shot!
       
    • By MuratMikal · Posted
      Trash. Just avoid it. Author doesn't know how balance properly the levels, I was playing in HMP and after the 3th chaingunner ambush on MAP 01 I quit. Unfair gameplay, you shouldn't waste your time with this one.
    • By Denim Destroyer · Posted
      Double Impact is a replacement for Knee Deep In The Dead that is as fun as it is challenging. The challenge comes from the hordes of demons you will face and unlike some other Doom 1 wads, Double Impact avoids creating difficulty by spamming Barons and Cacodemons. What is holding this set of levels back from being perfect are several minor issues that add up. The levels are not that great looking due to the reliance of stock textures. Combat is hampered by an overabundance of Door combat; that is standing inside a door way and blasting away anything before it can touch you. Finally the most glaring issue is how lackluster that last map is. Simply press the switches while avoiding Cyberdemon rockets and ride the elevator to the exit switch. Overall Double Impact is quite a good set of levels, unfortunately it is held back by a several small problems.  
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