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Deadly Alliance - Version 1.2

   (25 reviews)
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About This File

Same as original DA except for changes addressing some complaints.


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Guest

Unknown date

  
Well, the architecture is not so bad, even if there are too few height changes and the texturing is a bit monotonous for such a big map. As to the gameplay, it's acceptable. Unfortunately I was not able to finish the map because I could not open gate tagged 71.

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Guest

Unknown date

  
Seen better, but also seen much worse.

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Guest

Unknown date

  
Well constructed and quite enjoyable, but way too dark...and HARD. More illumination and a few extra medikits would have done this map a perfect one.

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Guest

Unknown date

  
This map is too dark, meaning it's easy to over look things which can halt progress. The new weapons are also inconsistant. The Maulotaur fight is extremely unfair: I only beat it through spraying and praying after a dozen attempts. The ending is a pain in the ass with the elves being more than capable of acidentally fragging you and an insane monster baron count. The final boss is also a dissapointment, considering how hard the maulotaur was. The messages sounded dumb. 2/5 -TDA

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Guest

Unknown date

  
"The final boss is also a dissapointment" I agree with that, and I'm sure I seen a missing texture in the Crypt, Also as TDA said the map is way too dark, I had to use "Give Infrared" a few time's.. Overall: 2.5/5

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Guest

Unknown date

  
I have to agree with most of the author's responses to complaints. Whoever said the maulotaur fight was hard must have been braindead. But what i did agree with is that the end boss fight was kinda easy. Besides that, I enjoyed this wad and it was still very challenging at parts. 5*

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Guest

Unknown date

  
Boring, bland, shiteasy. 1/5 - Belial

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Guest

Unknown date

  
I can live with that. You either like it or hate it. - John

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Guest

Unknown date

  
This is an ok map I guess. Not a whole lot of detail and I found it to be way easy. I'm not a fan of stealth monsters either, but their was not alot of them anyway. 3/24/07

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Guest

Unknown date

  
Whoa----pretty enjoyable. The boss was really hard though and others parts of the map for that matter. Honestly though, the details have something lacking but its just so darn exciting. I had fun from start to finish and the scripting wasn't bad either. Awesome map........5/5.

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Guest

Unknown date

  
good to see someone "patching" hiw own work and proud of it. kudos.

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Guest

Unknown date

  
Bland repetive architecture and shitty texturing, built for Gzdoom but uses almost no features of the port (aside from point coloured lighting). Hi-quality music spicing up a crappy wad, failing, but suceeding in pumping the file up to 12 megs. This map is an example of how NOT to do things. Bleh!

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  • File Reviews

    • By Meril · Posted
      It's large 1995 map. Starting area is looking nice, but later author lost creativity and made mazy corridors. Very challenging because of overuse of chaingunners. It's extremely annoying. Lots of traps, Some clever, some not fair.
    • By HUGEkidsY2K · Posted
      Too linear in my tastes looking back now, will do better with my next projects!
    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
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