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Doom Space Nine and HOTEL CALIFORNIA

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DMSPACE9.WAD
This is a great deathmatch level with lots of lifts (just like Deep Space Nine) with places to hide that you can see out but the other players can't see you. The only weapons available are the handgun and plasma gun what do you expect on a space station, the medkits and the energy are somewhat tricky to get without getting blasted by your opponent, so rack up the frags. Check out the cool music and sounds. Have fun. p.s. We are all Doomed!!!!!!!!

HTLCALIF.WAD
Well, no one knows what the real Hotel California looks like so I took a chance. It reminds of the lyrics in the song "you can check in,but you will never check out. There are lots of hiding places in the bedrooms that you can see out but the other players can't see in, but watch out they can shoot you.Watch out for the lava pit, and the sublight in the bathroom.Made primarily for Deathmatch, one player is kind of short. We're all DOOMED. tom


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  • File Reviews

    • 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.
    • By Spectre01 · Posted
      Mostly enjoyable set in vein of "Plutonia but harder" and with larger fights. Visuals are often minimalistic, with combat being the focus of making the maps interesting. Expect plenty of Viles to resurrect what you kill and forced pistol starts on every map. 3/5
    • By Walter confetti · Posted
      Pretty nice map, some parts are been a little rushed out like the columns texture alignment, but overall the structure and the layout is pretty cool!
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