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Kohe 12

   (17 reviews)
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5 Screenshots

About This File

You must solve solution. First you kill a Fatso and then you go into upstairs area and fight your way to teleporter. And then you are in a crazy maes of boxes and storage as you search in agony for the valubale gold key. This is the best looking Kohe map to date and I worked very hard on it so dont underestimate it!


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Guest

Unknown date

  
Kohe11 is somewhat better. A tiny map again, it gives you too much armour, health and firepower in the last room. I think it could be entertaining if there were six archviles or so in that room. 2 1/2 stars. coldfusio

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Unknown date

  
That was fun. And nice detail at parts.

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Unknown date

  
map is short and fun, but lacking in difficulty and detail. good base for a great map though. might as well revamp it. 4/5 - zepolleon

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Unknown date

  
I really like this Kohe map. Minimalistic map that I like. Interesting battle on the crate room! 4/5 - Optimus

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Unknown date

  
Map made by a fag? Dude, I'm gay and I have made several maps... I mean come on. Give him/her a rest. Ruba needs to brush up on his skills.

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Unknown date

  
The concept at the end with many Cacodemons and a teleporting Archvile was decent, and made it replayable past the first attempt. [3/5] ~Chain Mail (08/2007)

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Unknown date

  
I must be every ladyboy's secret dream... 4/5 -Maes

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Unknown date

  
I love it. The design is brilliant.

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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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