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levpack.zip

   (3 reviews)
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Here are three levels that I am experimenting with.. Type GO and they will automatically run for you. They replace levels 1, 2, and 4. I haven't finished the replacement for level 3 but I can work on that one now. (Nightmare level will be a real treat!). They should all be Deathmatch ready as well, I strongly suggest level 4 for that.


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Never_Again

  

Three levels in three separate WADs (EHD11, EHD12 and EHD14) dated March 31 1994 - 26 years and a day ago. The author, Ed Jankovsky - a student at Northern Arizona University, announced them on the same day in newsgroup alt.games.doom in a thread titled "Try These New Levels!!!"

 

https://groups.google.com/d/topic/alt.games.doom/VUFq8jK-RxM/discussion

 

The number of the exclamation marks in the subject reflected the author's excitement rather than the quality of the levels. Even by the standards of the day they were rather poor - Michael Kelsey's STONES had been out for several days already.

 

The only noteworthy level in this pack is EHD14. It's a 5x5 grid of empty 256x256 rooms, each with a teleporter in the center. No monsters or exit, this was probably meant to be a DM-only board. All weapons except the shotgun are present, as well as some ammo. There are a couple more rooms extending north from the north-easternmost grid cell, but to proceed you need to raise the bridge across the nukage first. The switch is in the center of the grid. Once you get to the northernmost room the things finally start getting interesting.

 

You can walk out of the map into the void through the north-eastern corner of that room. Then you can go west and circle the map to your heart's content, provided you keep far enough away from the two nukage sectors. You can even travel in the void between the individual grid cells and examine their contents from outside. Once you drop into the nukage sectors extending out into the void the journey is over, however. The nukage won't harm you and you can get back into the map but you cannot get onto the walkway or back into the void.

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The first level is a mess of random textures; the second is mostly a maze of paper-thin walls; the third (E1M4) is a teleport maze. All levels are riddled with all kinds of errors. Avoid this like the plague.

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  • File Reviews

    • By Triloguy · Posted
      Great. Best Wad ever.
    • By aargh · Posted
      It misses that "something extra" that id maps had. Something that you remember those maps for. But maybe it's not fair to compare because the original always has the advantage of nostalgia.
    • By aargh · Posted
      Crude, simple, yet surprisingly inventive for 1994. There's a lot of switches and the layout is very non-linear and sometimes quite confusing. In one level I had to idclip to the exit because I had no idea how to get there otherwise. Overall, this was a nice nostalgic experience.
      Difficulty: easy. Mods: Project Brutality 3, UDV.
    • By phoo · Posted
      Short and sweet! Some interesting texture choices. I love the prevalence of the red brick texture that's often underused in other wads. The light decoration in the alleyway with the raised floor and use of mid textures was an interesting touch. I also thought the level exit was also unique and aesthetically appealing. As for gameplay, It's smooth and fun with good flow.
    • By P41R47 · Posted
      From the get go, one just notice the impressive mood that this mapset offers. And solely for that this leaves a watermark of how mood maps can be made. Some of the maps here are probably masterpieces of atmosphere and mood.
      This large episode map has a really good start, first maps its pretty much an introductory map, and map02 is the famous Doxylamine Moon. I'm really proud of myself as i solved the map puzzle without any help, but it doesn't offer much after that. But its an impressive effort by Lainos. The subsequent maps continue to be really good and moody. And map11: Seaport seems to be the properly end of the wad... but no, there are three more maps in the set.
      Map12, aside for the impressive architecture, its really annoying as it abuses the darkness, making it pretty difficult to navigate.
      Map13 made the same mistake, but its a little more easier to navigate and it comes to be somewhat fun. Map14 its a no exit map intended as the end of the mapset.   This set up makes me wonder if the Clan [B0S] intended map12 and map13 as just bonus maps. Don't know if there is answer to this (maybe @Wraith777 knows something).
        Returning to the review, the first six maps are glorious and i loved Doxylamine Moon for being soo different, and Lavatrazz a remake of TNT map07: Prison. The rest of the maps from ma07 to map11 are just big good maps.
      I didn't like much of map12 and map13 aside from the awe inspiring architecture they offer.
      And map14 is spooky and marvelous. Could be a really neat feature and not just and no exit end map.   All in all, i liked this mapset, much more in the first part than the second part (even when map07 starts with Serial Experiment's Lain theme song, a soundtrack i love soo much).
      I would really like to see the story of Sacrament properly developed. Maybe someday...
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