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High/Low 3

   (23 reviews)
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3 Screenshots

About This File

My small series of Doom levels that follow the original game's episodes continues with this Hell themed level for Ult Doom.

Expect no slaugherfest here. There's plenty of other levels out there who offer that. This is just old school Dooming where every kind of player should be entertained.

My latest releases had a few annoying bugs which made them playable in another way than I intended. This was mostly because I thought that it didnt matter what port you used. That was not quite true. So this time I have made this level for zdoom/gzdoom to avoid confusion. There isnt a lot of features but if you want the experience I intended when making it, then the best thing is to use zdoom or gzdoom. The features are subtle and most of you wont even notice them.

Hint: Ammo is bit tight so try and find some or all of the five secret areas.

Note: Jumping is intentionally disabled.


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Guest

Unknown date

  
One of the best hellish doom1 maps I have ever played! Quite big, yet you don't get easilly lost. 5/5 - Optimus

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Guest

Unknown date

  
Very nice indeed - but ammo is not "a bit tight" at all really (not that I'm complaining). :)

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Guest

Unknown date

  
very, very good 5/5

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Guest

Unknown date

  
This was amazing. Tight without being overbearing. Best Ultimate Doom map I've seen in a long time!

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Guest

Unknown date

  
New textures,old textures-who cares? It's tight ammo placement and well placed monsters are what make this a fun level to play. 5/5/-d.d.koop

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Guest

Unknown date

  
It was all right.

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Guest

Unknown date

  
Really decent stuff.

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Lightning Hunter

Unknown date

  
Easily one of the best Hell-themed maps ever made for Doom. The visuals are absolutely astounding. Lighting, texturing, theme, and architecture are all perfect. Game play is nice and challenging, with the right amount of ammo. The layout is also incredible, and flows unlike anything I've seen. The map is huge, but somehow stays simple to navigate. None of the puzzles were difficult or frustrating. Chris Hansen is without a doubt the master at connectivity. Legendary map!

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Guest

Unknown date

  
At least as good as the previous two installments, if not better. Sad this is the only true Inferno-like map Chris has ever made, but at least it's a big one that doesn't seem padded either. (He did make one for 2002ADO, in architecture, but the gameplay takes on a survivial style; if you call this map 'a bit tight', that level is 'unreasonably and infuriatingly tight' in comparison.)

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Unknown date

  
Yeah, I also played this as well and it's great also.

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Unknown date

  
One of the best Inferno maps I've seen. Ever. Too bad it isn't an episode.

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Guest

Unknown date

  
Good, but I would recommend you to use new textures! 4/5

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Unknown date

  
Another great level by Chris. Recommended.

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Unknown date

  
Great level. Challenging because of it's tight ammo balance and cramped space. 5/5 Highly recommended. SS

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Unknown date

  
Excellent map. Very nostaglic and well balanced, there was no need for new textures. Top stuff Mr Hansen. 5

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Unknown date

  
I don't agree. Old school maps aren't so convoluted. While there are fewer enemies per section, the approach required is pretty much the same: stand at the entrance and shoot. Disappointing.

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  • File Reviews

    • By MuratMikal · Posted
      An enjoyable set of maps of easy difficulty (MAP 07 is medium) in UV with simple design that worked well for me. Finished the whole set in 02:40 min. Certainly worth a shot!
       
    • By chlef · Posted
      I rarely quit a wad in disgust, but this one did it. It was pushing a 5 star experience, but then the slaughter stupid started ~map19 and only got worse. It's not clever, not amusing and absolutely not entertaining. It ruined an otherwise good wad and left a very sour taste. Why do mappers do this? Played on HNTR and it really was that bad.
    • By P41R47 · Posted
      I have a real blast while playing this megawad. Think that Quake is not brown enough? You will get the ultimate browness here. I think that, beside the simplistic ugliness of it, it gives a good cohesive look to all the maps. And this one are really big and fun to explore. The ideas of cities, fortresses, islands, canyons and caves, and finaly tech base on moon, are really neat and some looks really good. The story of the wad is pretty good, too. I love the liberties that the author takes while doing this mapset. As i played a lot and i found this kind of ideas in a few wads along the way.
      What i didn't like it much, is that there wasn't other skies than the episode one sky from Doom 2. Again, i think it is that way for a cohesive storytelling, but anyway, it would be cool to feel the sense of time in the maps with different skies and shadows deploying in differents ways along the maps.

      This could be the Eternal Doom of doom stock textures, but the linearity of the maps, aside from the somewhat empty but interesting areas to explore, departs slighty from the formula, and there are not soo much details as one might expect from a mapset like this. Don't get fooled by that, even with the somewhat Heretic-like linearity, the maps are fun, gorgeous in its brownway and pretty challenging.
        I recommend this megawad to anyone that likes to explore and have a challenge in the vein of the best of team TNT mapsets.
    • By DharmaForOne · Posted
      I liked it better than Claptrapino. Maybe because I'm a novice level maker too. Obviously it's the work of a newbie, but I absolutely understand how it might have taken 10+ hours. I think I've spent at least that long and haven't even completed any levels yet.   I actually thought it was an interesting basic concept to start in the middle of a maze, with areas you've previously cleared not guaranteed to be safe anymore with the portals and spawns. I died twice in my attempts and finished the third time. When I realized that staying in place, conserving resources and clearing wasn't working I took the invulnerability and just ran through the halls spraying high damage weapons.   The level did seem unfinished though. What are the keys for? Are there secrets in the level that contain locked doors?    
    • By aargh · Posted
      Yes, this is a legendary megawad. Yes, there is a lot of positives to say about it.
      But I can't ignore the button madness present in many levels. In the second half of the games this gets utterly insane - you WILL spend most of the time bashing and shooting every inch of every wall to find yet another hidden switch to be able to progress. Many switches open hidden doors in an unrelated location on the other side of the level without even telling you. Some levels have switches completely invisible and one of them even hides switches in random decoration sprites like trees. I'm sorry but this was no fun and in the end it ruined the entire megawad for me.
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