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jet01 (jetflock map01 remake.)

   (30 reviews)
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3 Screenshots

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1024x1024 Competition entree. Produced by Lutrov71 of the Newdoom Forums. http://forums.newdoom.com/showthread.php?t=30109


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This is shorter than a short thing on national short thing day........

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Nice little level. The trouble is that getting the blue key is a little tricky, and what's with that non-functional door in the room with the automap? If anyone knows how to get it open, you're a better DooMer than me.

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Good fun, and cute too. Apart from the baron teleport at the end it works in Jdoom as well. It's recognisably a modern version of Doom II level one, although it would be rubbish in deathmatch (whereas the original was fab). One of a handful of levels to have a toilet in it, and not suck.

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Really great and quite original remake of MAP01. 4/5 - Optimus

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heh, I actually LOVE playing DM in this map.... I even like throwing some legacy bots in for total carnage.

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A very nice remake. I enjoyed the way the creator increased the gameplay level too by using stronger creatures.

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A nice enough map, though there's no challenge, and a few more of the areas should have been secrets, especially those that are essentially equivalent to ones in the original map01. It could (and should) have been kept as needing only a limit-removing port - the baron teleport could easily have been arranged without using Boom features. The music is weird, but at least better than the original. Deserves 3.5/5 overall.

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Hey man this level is really cool. Everything looks nice and clean. I like all of these 1024 levels. 4/30/07

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i love it.awesome detailing 5/5

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Neat. Creepy music. 4/5

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Unknown date

  
That was a pretty good map IMO. I always hated map01, but this wad really souped it up. The detail was pretty good, and you made good use of Entryway's secrets. My only complaint was the music. The music REALLY sucked. ****

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Very clever ideas, some amazing construction ideas not seen anywhere else. I won't forget this in a hurry. The gameplay's way easy but it is Map01. 5/5 -jj

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pls make more its really cool !

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I rarely enjoy 1024's that use thin walls and curves to squeeze as much playing space into the map as possible, but this is very nice. 4/5 - Belial

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  • File Reviews

    • By Walter confetti · Posted
      IT JUST WORKS! Ok, with that stupid jojoke out of the way, we can start talking about this map:   It's a nice map from 1995 with some interesting room shapes (especially the one beyond the blue skull key door), the difficult and map flow is pretty easy and straightforward to navigate, don't fell discouraged by the large amount of enemies (it contains 120 monsters in total)! They're just cannon fodder for the majority of the map, expect for the final part with a arch-vile / cyberdemon combo near the exit, overall it could be easily beaten in 10 minutes or even less if you are a talented player... Enjoyable.
    • By Walter confetti · Posted
      Pretty 90s-ish, basic looking map sets into a tech / hell fortress of sorts, really large map that i've finished in 30 minutes, but luckily the map uses not really hard monsters to confront, making this pretty easy to finish, but again, is a long, LONG map with the most tedious parts are the mazes and that long backtracking stairs... Pretty meh   Also this map crashes on Doom 2 exe (DosBox) when you save the game, so i played it with a limit-removing dos port (doom 2 plus) without any trouble, so if you want to play this you had to use a limit removing port.
    • By Walter confetti · Posted
      Nice mini episode, reminds me of some sort of amateurish Plutonia Experiment sometimes. Pretty enjoyable!
    • By Summer Deep · Posted
      A very decent challenge. Took me about half a dozen attempts to crack it on UV. The wad is from 2015, but could just as well have been from around 1997. Solid, traditional classic Dooming.
    • By riderr3 · Posted
      The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.   The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.   I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
      And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.
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