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Base32

   (9 reviews)
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3 Screenshots

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a small base style level


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Guest

Unknown date

  
Yellow key is pointless. Linedef 353 has a zero tag, so when you press it every sector tries to act as a lift. This is why you don't test limit removing maps in zdoom. Also the texturing is crude. Still, this map is kinda fun to play so I'll give it 2 stars.

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Guest

Unknown date

  
It shows the marks of a new mapper beginning to get the ropes. Ammo is far to abundant. SUP3 tex transitions over utilized. Layout and game play a bit to simple. Visually flat and square. Unnecessary items. Get someone to play test before releasing! 2/5 -FoH Demo: http://www.mediafire .com/download.php?ne 4917uskh1cr9t [PrBoom v2.5, complevel 9, skill 4]

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Guest

Unknown date

  
Good for a first map. 2(.5)/5

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Guest

Unknown date

  
As already said, too much ammo; if you're going to give the player a rocket launcher, you should then be prepared to add some tougher monsters to the map. Either that or a few big groups of enemies. Also, some of the rooms are completely pointless.

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Guest

Unknown date

  
I liked the design of this map. Classic base but well designed. Inspiring views, like the hole in the base. 4/5 - Optimus

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Guest

Unknown date

  
Tihs is coolz 3/5

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Player Lin

Unknown date

  
Too easy, looking just barely good, weird in-backtracking designs like the chaingun and bullet boxes room, the line made the lift down only work for once, and then it'll make player stuck in that room. And the backside of blue key door in in-openable, I know there is secret exit but really? Too much ammo and Rocket Launcher is not useful at all, since I have a lot of bullets and shotgun shells... 2.5/5

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Guest

Unknown date

  
Bland and boring, too much startan, too much ammo. Maze, not so fun. A silver beam cannot testify to the laziness of not aligning textures. 2/5 --Acid

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Guest

Unknown date

  
good...4/5

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  • File Reviews

    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
    • By Summer Deep · Posted
      I don't pretend to understand any of the promotional material accompanying this map, relating to wizards and the like, and it just seems like a typically unsubtle early offering, albeit on a grand scale. One of the reviews says you can't get out of the Cyberdemon arena once you've teleported into it near the start, but the bad news is that you can. The final room with the Spider Mastermind is quite lively and entertaining, if you persevere that far.   The version of this I played was a Doom 2 conversion, which ran in the MAP10 slot, with some Revenants, chaingunners and Pain Elementals, but if you download the one on this page you'll probably get the original wad.  
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