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   (5 reviews)
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About This File

Hack and slack quicky... in an E1M1, E1M2 and E1M3 levels replacement. Mainly a single player pwad. ....more to come!

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· Edited by geo


One of the more playable level packs from 1995. The textures are imperfect, there's a bit too much darkness in hallways than I like, but there's a good balance of health, ammo and armor vs enemies. It lacks things like door tracks, wall details and key card lights on doorways, but makes up for it in its concepts, playability and rough charm. Rough charm like the switches are placed far too high off the ground.

The first level feels like someone's first level with basic design, transporters, ugly rooms and hidden doors that are mandatory, but they get better with more ideas from there. The second level is built around square rooms joined by dark corridors. Nothing to get lost in, simple and flowed well. The third level starts outside with full access around a complex before going in. It also does a few good things with platforms that are either innovative or slow.


If I could give it a 3.75 I would. C+

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Enthusiastic 1995 mapset. Primitive, but at those times this small adventure did give some fun playing it, so small 3*.

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I liked it.

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This WAD is pretty good, better than the other person said that's for Shure.

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Unknown date

Three levels dated March 1995. E1M1 is an ugly mess that irritated me; it has a dearth of shotgun ammo but lots of demons and lost souls. E1M2 has the same problem, you have to run past most of the baddies, and in fact the level only entertaining if you do. Both levels are formless dungeons. E1M3 is an angular castle, with more ammo, but only 54 baddies. It ends with a tedious set of lifts that take too long to move, and a boring quasi-puzzle exit.

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  • File Reviews

    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • 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.