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Dead Perfect

   (23 reviews)
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Two small and violent levels, based on my deathmatch levels in Pursuit.


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Argenteo

  

 

Two short and violent levels from the author of Hell Revealed. It's not my preferred playstyle but I had fun on low difficulty.

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TimeOfDeath

Unknown date

  
aw hell yeah, from '97

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Guest

Unknown date

  
These two maps are dated September 1997. Map01 starts off a bit like E4M2, but it's smaller and more monster-packed. The very start is hectic, but once you clear away the immediate area it mellows out; the final battle is easy, because the revenants stay outside. Map02 is good fun, although again you can beat the first half easily by jumping into the pit at the start and hiding in a corner; the second half again mellows out. Good fun though.

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Guest

Unknown date

  
yuck, you guys actuly like this crap? you start in a bland looking room with no weapons surounded by like 12 strong monsters, 1/5 i dont get it

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Guest

Unknown date

  
To the previous reviewer: you need to be quite good at Doom to handle these maps. Otherwise try skill 1 or a more gentle wad. 5/5

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Guest

Unknown date

  
I think it's meant to be intense, but it comes across as more frantic then actually testing your skill. Run around crazily dodging and shooting can be fun if it's designed well, but doing that in a bunch of boxy, bland rooms stinks.

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Guest

Unknown date

  
This wad contains two small Hell-Revealed style maps. If you like these kinds of maps, then you'll probably like this.

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Guest

Unknown date

  
Finally uploaded to the archive. By Yonatan Donner - automatic 5/5. Check out YD's own demos on these maps if you haven't seen them before.

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Guest

Unknown date

  
It did feel cramped a bit, but otherwise these small HR like maps kicked ass! 4/5!-Candle M

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Guest

Unknown date

  
Not bad, not brilliant, but certainly engaging while it lasts.

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Guest

Unknown date

  
well now this is a fun monster slaughter 4/5 - hnsolo77

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Guest

Unknown date

  
Nice stuff, I've always been a fan of the clasic megawads, Hell Revealed included, being raped by the monsters at the start wasn't fun though :/ -Captain Toenail

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Guest

Unknown date

  
This will always be a classic. ***** PC

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Guest

Unknown date

  
It was a nice surprise, I love the gameplay of those maps, very reminiscient of HR25. If Yonnatan was still making maps this day they woulda been kickass. 5/5 - K!r4

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  • File Reviews

    • By Ofisil · Posted
      Very inconsistent everywhere you look, from the overall feel of the megawad, to each individual level. The balance is all over the place, leading to levels having uber-easy regions mixed with insanely challenging, trial-and-error ambushes. The exploration is very hit and miss, mostly leaning towards miss. A couple of interesting places, but the wad just isn't that fun, even for those who have a high tolerance for old wads like me.    
    • By Havoc Crow · Posted
      An example of how not to make a map. Lots of ugly rooms filled with same types of enemies. The blue key room in particular has about ten hell knights and barons trapped on pillars, and you have only a super shotgun to fight them; thankfully, what _would_ have been a mind-numbingly boring fight is skippable because the blue key is right there for you to take. Errors large and small abound, such as the pass-through metal bars or the clumsy approach to detailing and shading.
      New music, in the form of a bad-sounding midi which barely has any rhythm.
    • By Havoc Crow · Posted
      Finished within 4 minutes or so A 2016 re-release of a 1994 level. The text file warns: "Bad, really bad 1994 quality", and is right; there's nothing whatsoever interesting about this level -- you enter one flat room after another and shoot at haphazardly spread out monsters. There is an "invisible teleporter" gimmick which, however, I have barely noticed in my playthrough. The exit isn't even hidden or locked in any way, and can be easily stumbled into accidentally. There's nothing to say.
    • By Havoc Crow · Posted
      The map feels very linear throughout, with you basically doing one thing in each room and moving on to the next. The rooms are very varied though, and there is actually something pleasant to uncovering the successive areas. There are some puzzles, one of which involves illusionary walls, with a zombie shooting at you from "nowhere" being the only hint; this is a clever puzzle but it could ruin the map if the player accidentally kills the zombie early and gets stuck. The spiderdemon hall near the end contains what is either a glitch or a really annoying "trick": columns that seem safe at first, but actually don't shield you from the spider's gunfire at all.   Almost finished, ~20 minutes; died to the spiderdemon.
    • By Havoc Crow · Posted
      (MAP03 review only)   Finished, ~20 minutes Yet another map which drops the ball in terms of difficulty. Health is provided in extreme abundance, and even when heftier enemies show up, their attacks are easy to dodge in the huge arenas (even the cyberdemon/spiderdemon fight at the end provides such ample cover that you need almost to be _trying_ to die -- as, uh, has happened to me). I've once read that, with the advent of modern source ports which streamlined mouse aiming, older Doom levels suddenly became very easy; this would explain why so many of these mid-90's maps feel so strangely unchallenging...
      The area beyond the yellow key door offers a more interesting fight, what with the corridor filled with lost souls. However, the map quickly loses momentum after that, wasting the player's time with the pointless room of six teleporters, which all turn out to lead to identical closets with medikits. Turns out, that room is just a red herring; the real way to progress is to open a door indistinguishable from a wall. Annoyingly, having to hump the walls to find the hidden door happens several times throughout the map.
      Powerups are scattered haphazardly, including a pointless invulnerability sphere, numerous invisibility spheres despite the total lack of hitscanner enemies (this is another 90's thing, it seems; did the people back then _really_ think invisibility spheres helped against projectile-throwing demons?), and a light-amplification visor despite a lack of dark areas where it'd be useful.
      The map topology is as basic as it gets: a small starting room with four doors, one initially open and three locked with keys, each door leading to a totally separate area housing the key to the next door over. Each area is distinct visually, although there's a lot of simplistic-looking, overly large rooms. There's fairly little interconnection between individual rooms within each area; mostly you just progress from room to room, and things like windows are rare. The map suffers from "symmetry syndrome", where the mapper goes out of his way to make every room symmetrical, without thinking if it improves the room or not (example: in the red door area, there's a side room housing an irritating slow-moving lift, not worth visiting except to get 100% kills... and this side room of course gets dutifully duplicated on the other side of the area).
      There is custom music in the form of a rock midi, not particularly well-made, but not overly grating either.
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