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   (5 reviews)
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About This File

Inspired by episodes of TJHooker when ol' Bill Shatner hurtles his toupe packin' body over numerous chasms to snag the bad guy.

Made for Doom2, Map01

This wad serves several purposes.

It is large, and may not run well on slower computers with monsters, or during Deathmatch. For this reason I have mad the Easy settings have no monsters. In this difficulty setting you must jump across 9 rooftops in order to reach the exit. Consider it a test of your Doom agility. Very challenging.

Then there are monsters on the Hurt Me Plenty setting. Very tough to kill monsters AND jump across these rooftops. If you can do this, you're a STUD.

Then there's UltraViolence. Even more monsters. If you can do this, then you are a Doom ANIMAL!

Then there's Deathmatch. You can do it cooperatively against the monsters, or (as I suggest) play without. The level is large, so it works best with four people to keep the Frag count up. But if you like a good hunt, this is for you.

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Unknown date

pretty good, very unique style of level. That damn arch vile pissed me off, knocked me off the roofs.

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Unknown date

This is dated February 1995. It's a kind of small town level where you start at ground level and then climb up to some rooftops; the design is simple but there's a decent lot of baddies. It reminded me of a level from "Thief II". Suffers from the fact that several of the monsters don't wake up until you're on their platform, so you can snipe them, including an arch vile; and it builds up to a boss battle that never comes. It's like a prototype of an okay level.

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.