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High/Low 5

   (23 reviews)
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4 Screenshots

About This File

This map is the conclusion of my High/Low series. Where the other maps are for Ult. Doom this one is for Doom 2. I chose to make it look and feel like some of the city maps from org. game, as they have always been some of my favorite maps and what I associate with Doom 2.

But of course, I have also made sure to put my own mark on the map, just as the other maps in the series. They are all merely interpretations of the org. games.

Anyway, this map is full of trick, traps, ambushes and puzzles. There is also a good deal of variety in the layout, so expect to do a little base jumping and try to watch your step at all times.

The difficulty in the map does not come from hordes of monsters. It might be a big map, but it is not stuffed with monsters.


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<inactive>Player Lin

  

Too bad the early part of map make me a little easy to get lost, and most of times, have to shoot down monsters from long distance or they'll shoot you down. The map looks nicely, can see put a lot of effort on the visuals and architectures, but make the gameplay just a little weak. I like the BFG trap because I don't afraid get killed if I'm not quickly, just wait and shoot them, and the final cyberdemon can just BFG him to fall down the pit, that's tricky!

Afterall, this still a very nice map to play, just may not fit everybody, but I say whatever you like or not, just try play it atleast once.

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Guest

  
good shit

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Guest

  
Lots of work, and author shows a lot of skills. Sadly architecture is too much used as decoration, which including the monster placement, leads to a sort-of puppet-show ambiance. Gameplay is strongly based on snipers, which gets annoying and is too cheap. But the biggest problem is that an adventure level should guide the player at least a little bit through its experience, otherwise one ends with endless walking. Which is the case here... Overal: meh because of the amount of weak points. It's a pity.

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NuMetalManiak

  
I got horribly lost in a lot of places and the layout was really confusing to me. didn't like it much. the "Living End" cave area stood out. the BFG trap wasn't really effective much.

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Lightning Hunter

  
A fantastic map that deserves far more attention! The layout is reminiscent of Industrial Zone and Living End combined, only modernized. The map has many catwalks and passageways that cross over each other, which involves some skill to navigate. There are far too many slaughter-fest maps out there that involve no navigational skill whatsoever, so this map is a breath of fresh air. There is perhaps too much ammo (and a few small bugs), but that can be overlooked.

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Guest

Unknown date

  
Really fun puzzle-centric level with lots of small ledges and timed "jumps". The keys are hard to find, and overall it does a good job of keeping you on your toes. Not a quick pick up and play, but this rewards the effort. Recommended. -TRRobin.

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Guest

Unknown date

  
If you are a fan of Chris Hansen's work, then you do not want to miss this one. It is definitely in the top 3 best wads he's ever made. Top-notch stuff! 5/5.

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killer2

Unknown date

  
Really nice and fun map with cool secrets and interesting architecture.

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Guest

Unknown date

  
Definitely 5/5, one of my favorite levels for a long time.

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Guest

Unknown date

  
Line 5242 SR lift action is broken in prb+ cl9, so I decide to give up my fda, because playing this map again from scracth is way too boring - all of these seems-to-be-infinity imps on ledges and other stuff... Visually it is rather big and comlpicated map, constructed entirely from stereotyped elements with bad sense of style mixing. *

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Snakes

Unknown date

  
Masterfully constructed level from one of the all-time great mappers. Even though the yellow-key area can make pull my hair right out of my scalp, it remains an enjoyable playthrough. Great combination of narrow and wide-open spaces and designed with a 3D mind-set. The BFG trap is pretty nerfed, however. One or two visual bugs don't drag down an otherwise excellent experience. 4.5/5

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chesse20

Unknown date

  
fun but the music hurt my ears and i couldnt find any keys at all in this map

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pcorf

Unknown date

  
A puzzling semi non linear map that concentrates on classic-style gameplay and good old Doom 2 bricks and metal style architecture. Tons of puzzles will keep you exploring for sure. Watch your back and save often. There is a Spider and Cyberdemon along with 3 Archviles and all other monsters Doom 2 can throw at you (except for the Wolf SS)

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  • File Reviews

    • By Mizuki_Jun10 · Posted
      It turned out to be a surprise for me because I didn't expect it to be such a fun level, when he said he wanted a lot of monsters in his level I didn't imagine that amount of monsters, but it was definitely fun.   I consider it a very good map, for its time, for a first map made by him, for a very humble map.   But overall I don't consider it a great or extraordinary experience, I don't see myself revisiting Crusher, but I can't call it Average because what he did is super interesting.   And it's a long level, which I also didn't expect, but to be more precise, the exploration is interesting, the layout was a little diverse, and the action on the map kept me focused and entertained, some rooms had poorly aligned textures and didn't seem to have been looked at at the last minute, which is a bit strange because he said he spent a lot of time developing the map, but I imagine why since at that time there wasn't an "Ultimate DOOM Builder" with automatic texture alignment, or maybe there was one automatic alignment?   And the maze everyone mentioned was annoying, yes I admit it lasted a lot longer than it should have, and I feel like it could have been shortened in Wad's release, it made the level feel longer than it is too, but I don't feel so much that the level it got worse because of it.   The positioning of enemies isn't that great, but they make you take cautious measures at times, but at times I was like... "It could be better..."   But that's it, it's a good level, it hasn't aged well, it could be better, but I feel like it would be unfair to call this level average, it's a level that I enjoyed, did things that weren't that common at the time, and seemed to use of resources that at the time many used wrongly, I don't feel like I wasted my time. I deserve to see more from the mapper.... (If he released something after that of course...)
    • By Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • By Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
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