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Clear Focus

   (8 reviews)
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A small base level to get your focus cleared. The level kinda follows the DTWID rules so it feels more like an id level but isn't. Any minor alignment errors found were intentional and should not be of any concern.


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Sui Generis

  
Nothing wrong with this - a brief E1 map with simple square details and interconnection. Secrets are ok, though a secret megaarmour near the end is gratuitous. I guess it should be thought of as a doom aperitif. In this it works fine, though as it's meant to be brief, the author may aswell have used stairs rather than the lift which slows it down. It'd make more sense as part of an episode. For short 1 map E1 wads Station 12z was better (id=15054)

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Unknown date

  
It's appropriately named, seeming as it certainly has a "clear focus" in providing some quality action despite its short length. I hope to see more maps like this, maybe an E1 series in similar vein to his E2 style maps from 2009, as I'd say this is pretty much the E1 edition of "Stoned" (id=15673). 4/5 but I'd give this same type of map 5/5 if it's bigger (similar to how he progressed with his E2 series).

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Unknown date

  
It's OK design-wise, but woefully easy. It's a cakewalk to play even pacifist-style, unlike most of the original E1 maps.

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Unknown date

  
I liked it. It's pretty short and, yes, very easy, but the clear E1 style is very refreshing, and it was wholly enjoyable. 4/5 - ZZ

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  • File Reviews

    • By Argenteo · Posted
      The last chapter was the one I had less memories, perhaps because it's tough. A good time playing.
      Beat it. Everybody frag now. Vangelis. Cool midis.
    • By Argenteo · Posted
      A lot better sights and tougher than S1, with another pack of cute midis. 
    • By P41R47 · Posted
      Pretty entertaining and challenging mapset. The maps start in a somewhat heretic or cave theme at first, and with a really abstract style with just tiny little realistic details. It use TNT as iwad and there are just a few maps with name patches. The rest and the text screens are the ones from TNT. The story is interesting: Serena, B.J. Blazkowicz's wife, worried that, after the incident on 20 Days In Hell (but it could be also after Doom 2 final map), he hasn't returned home yet. So she decide to go search for him. In the proces she found that every map we play is an hour of torture for her husband, and thats from where the title 32 Hours of Pain come. Thematically, the maps use the TNT skies to tell the story, starting with Serena on earth, vayaging throught space on map12 to map20, and reaching hell where her husband is being tortured on map21 to map30   Maps have a good gameplay, and the little and few details really stand out from the abstract design, like in map11 the ship sailing out to space. The design varies from really large and big open areas to really cramped and difficult to traverse tunnels and areas. Thus, it somehow really grasp the TNT feel and style. This also implies, sometimes, obscure progression and switch hunting. The texturing is varied, from monotexturing to using different themes like starbase and marble on the same map, especially on those where the hellish influece is seen as bigger.   I really enjoyed it! Its not a masterpiece, but it certaily has a charm and offers a good challenge. Kristian Aro's story, maybe i'm wrong with this, was use as a base for 2002: A Doom Odyssey later as its pretty similar. This mapset is kinda analogue to Paul Corfiatis The Twilight Zone. Both follow a free thematic texturing from map to map, both have a story mostly told throught little details (TTZ has a proper mapinfo on it, though) and both shows the first mapping efforts of their respective authors and how the ideas here lead to their later awesome mapsets.   I recommend it to anyone who is seeking abstract design and challenge.
    • By Meddy · Posted
      Short, but pretty well done. The best custom Hexen levels I played so far.
    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
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