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Dagobah

   (24 reviews)
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3 Screenshots

About This File

Just a series of six rooms with emphasis on intense battles rather than delicate architecture. You can play conservatively and hold them at the choke points, or if you are braver you can storm headlong into each festering pot of demons.


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Guest

Unknown date

  
Height variation? Gameplay besides killing a couple of monsters? Nonlinearity? Your map is missing these things. A touched up SLIGE level would play better.

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Guest

Unknown date

  
A nice level which has a decent balance of weapons, ammo, health and monsters. having a bunch of demons behind EVERY corner does detract from the maps tensity though. sometime leaving some areas free of monsters can keep you on your toes more for when there is a small horde. 4/5.

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Guest

Unknown date

  
Good map, lots of shooting, no hunting for keys or anything!

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Guest

Unknown date

  
Play once, then delete. Sorry Mr Wright but it's not good

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Guest

Unknown date

  
Neat map. 5.

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Guest

Unknown date

  
A random collection of enemies spammed into little rooms, all battles come from the front and you can use doorways to funnel enemies into a boring linear shooting gallery. Your maps are getting worse, not better. 0/5

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Unknown date

  
THIS GUY KNOWS HOW TO USE THE 'CURVE LINE' FEATURE IN DOOM BUILDER!!!!!ONE. At least this one was shorter than most, so the dull, repetitive gameplay didn't last very long. 2/5.

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Unknown date

  
Nice level, good action. 4/5 - Optimus

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Guest

Unknown date

  
Average small map that's worth playing at once. 3/5 Philnemba

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Guest

Unknown date

  
This is dated January 2010. You fight 75 baddies in a series of small tech-style rooms; and the review could end there, but I would feel guilty. It's fun for a few minutes, but no more fun than any random string of small rooms with 79 random baddies in. You get loads of health and ammo, the monsters tend to fight each other, and there isn't even much of a progression - the expected archvile arena never came.

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Guest

Unknown date

  
Gameplay is good but could have been a lot better visually.

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Guest

Unknown date

  
Everything that was there was done well - this isn't a proper level though. It's somewhere between a practice map and a gameplay experiment. I liked the fights, but I'd have appreciated this sort of gameplay put into a level that had non-linearity and some feel of objective. 3* -Phobus

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Unknown date

  
Plain and fun, this is. But it just missed somethings... 3/5 -playerlin

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Unknown date

  
Pretty good.

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Guest

Unknown date

  
totally lame

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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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