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Assaryth

   (11 reviews)
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3 Screenshots

About This File

After putting in hundreds of hours of painstaking work during the summer, I got a little burned out of making wads. Coming back this fall, I've taken a new approach -- making wads should be as easy and fun as playing them. So to that end I have been selective about where I put in loads of detail and why. This is a free-form map with lots of flow and connectivity. Hope you guys have fun with it. :)


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Unknown date

  
2/5 minus one point for leaving in 3D start.

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Unknown date

  
it is much more fun to watch the clouds moving for ten minutes than playing this wad 0/5

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Unknown date

  
Weird wad indeed. Not a very good one anyway. 2/5.

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Unknown date

  
A nice little wad, not so hot when it comes to detailing, but the general playing field works out quite well. 4/5

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Unknown date

  
The design was alright; the main problem with this map is that it essentially is a 200-300 monster size map with only 100 monsters. As a result, there are a great deal of open spaces that could be filled with further architectural design or enemies. Ammo is extremely sparse, so most of the map will be spent searching for it. 2/5 -HPL

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Unknown date

  
I liked it

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Unknown date

  
Ok after a couple weeks apart from my latest baby I have to admit it stinks. Sorry guys. Now that I've finally read some criticism on my shit I will redouble my efforts to provide quality wadding. Expect Maniacal.wad in a few weeks.

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Unknown date

  
A sprawling, simple and somewhat primitive map that definitely needed more monsters. There was a grate that could be walked straight through too, which I'd consider an error. Aside from that though, I found it odd that the ammo only seemed to be in decent supply once I'd killed over half of the map. 3* -Phobus

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Unknown date

  
Weapons/ammo placement at beginning area sucks.I play UV. I encounter a cacodemon, a revenant, a mancubus and some hitscan gunners, imps and demons, but you only find a supershotgun, a rocket launcher and a little of ammo, what a pain... but atleast, the area is big so I can just run away to find more ammo......and encounter more monsters. -.- The design is plain and with some mixing style. Not bad but not good too. 2/5 -playerlin

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  • File Reviews

    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
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