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shangorn

   (8 reviews)
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1 Screenshot

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based off a recent quick sketch i made


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Unknown date

  
What everyone else said, still a very nice little effective level. Too slow with the red key, blocking back, also I didn't know how to take the ammo backpack secret. Do I just have to use the jump or is there a secret way to lower it? 4/5 - Optimus

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Unknown date

  
Could have been a fun little map, but lots of small issues made this "meh". Namely : lots of hitscanners with low health / no armor outside of secrets (they don't make the map harder, just more tedious) ; blocking the previous path without any way to get back to it AND a very slow lowering floor for the red keycard, leaving you to stand around doing nothing once the few monsters in that area are dead. 3/5

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Unknown date

  
Not too bad. Some armour would have been nice at the start. Would have been better if the monsters at the red key area were released just before you hit the switch so then you don't have to learn that it would be a good idea to run in and hit it asap so that the lift drops while you fight the monsters.

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Unknown date

  
Need armour in the map. Hitscan monsters kicking my ass, red key battle make me sick, even it isn't too hard but just boring. However, it's still good and fun map.(Backpack secret need "use" on the wall texture that the same with sector of backpack's one.) :p 3.5/5 -playerlin

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Unknown date

  
A good quick fix and worth playing. As mentioned...some armor would've helped...even if it were clusters of helmets here and there. The map overall was bit too predictable. On the upside, the battles were fun...especially the revenants. Afterwards, I was able to sneak in a cat-nap whilst waiting for the red key! 3/5

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Unknown date

  
People say this needs more armor. For what? There's plenty of cover at each hit-scanner fight and in the other fights there's so much space for infighting (with cover) that one can easily conserve plenty ammo and health. The lowering red key was a bit dull because it forced me to wait a lot after the fight. The level wasn't hard, as in my first try I completed it in one go (100 kills and secrets in 17:30 minutes) without deaths (or saves) and with few scares. [3/5] ~Chain Mail (03/2011)

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  • File Reviews

    • By Meril · Posted
      For 95' map is really ok. A bit "blocky" design, but not bad. Map is rather big, it takes me 40min but i get lost in one place. Some good traps, IMO kinda challanging at the begining, before you get ssg. Overall good classic wad.
    • By Erick · Posted
      Fun map that captures a nice TNT-ish feel with plenty of weird yet also nice looking rooms, groups of hitscanners and demons to blast through, and a sense of adventure to it. Taking the MAP14 slot, you would see the episode 2 skybox of TNT: Evilution and listen to the track "Cold Subtleness", both creating a nice atmosphere to the map. Worth checking out!
    • By Player Lin · Posted
      Doesn't like the layout and monster replacements, I didn't found RL until got the yellow key and found a lot of rockets, the location where RL is confusing me, and it also not fun when you get kicked down from the cliffs by Revenants, Mancubus and Archviles after the way to Blue key door, the way to the teleporter just far enough to kill you if not killed by monsters which kicked you down. Final timed puzzle room just nasty as the cyberdemon and archvile fights in the same place, not sure why make the level so big but can't make the fights with them also on bigger place too?   It's not bad level but I'm sure the frustration level is sky high, and not sure the slopes from ZDooM do anything good to this level too.
    • By Player Lin · Posted
      Normally, I don't like DooM (1 or UD) WADs because I tired shooting baddies with shotgun as most of them tend put a lot of shotgun guys/ammo and I have shot those full of shotty shit...well, this one can't escaped from that but I found author's tricky as I didn't found many of them(or they placed when I needed to use shotty), also the monster placements(with middle-tier ones) in this megawad helped too, even E1 doesn't suffers low-tier ammo-droping-fest unlike IWAD and most PWADs.   Level layouts and theme are interesting, some E3 levels just a little mazed but I feel okay, never get lost...many levels I feel plays like IWAD but better and larger, you'll found middle-tier monsters in E1 levels and it helps the gameplay, unlike the IWAD you'll have too much ammo in every level even pistol start, if you wasted too much and will out of ammo for sure(at least in UV).   All I can say about this megawad is...fun,  vanilla fun. Except E3M8, the yellow key area with platforming when all enemies + 4 cyberdemons are try to kill me and battles-of-deal-with-4-cyberdemons-or/and-other-powerful-monsters are nasty to me, on top of them, the final "BOSS"...I feel trolled...really? IoS-style?? IT'S ****ING DOOM, NOT DOOM 2 WHY USE IOS-STYLE AS FINAL BOSS?!  :P (At least there is no respawning monster cubes just annoying cyberdemons and barons...but they're still give me a lot of headaches as the battle area isn't very huge and a little cramped I think...)   But at least IDMUS11 helps me dealt with those problems all, for some reasons I feel the main theme of Power Ranger does fit DooM...don't know why but I keep switch to the theme with IDMUS11 cheat if I don't like the level's music, helps me blast through this megawad and the nasty E3M8. :P
    • By Doomkid · Posted
      Download the REAL file here (rd1.zip is NOT correct) https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2   Shocked to see so many negative reviews. I had an absolute blast with this one, and I'm not sure what Nems was talking about with the Boom stuff as this runs in Doom2.exe with no trouble. In fact, there is a TON of impressive vanilla stuff going on here. I guess it was so well done that it tricked him.   This deserves a high score. It's a lot of fun.
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