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Sprawlbase

   (10 reviews)
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8 Screenshots

About This File

This started as a small, simple techbase to test my understanding of basic mapping techniques while making something decent and playable, but I kept adding to it as I thought of more ideas and styles I wanted to try (hence the name). Skilled players will definitely find this one on the easy side, especially at the beginning, but I did try to create some moments of challenge. I won't do too much apologizing here--suffice it to say there are a LOT of things I would do differently next time around.

This map was designed without the use of mouselook, jumping, or crouching, but I don't think you'll break anything too badly by using any of that. There's a room near the end where you'll have to noclip back if you hop over the railings, but that's about it.


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<inactive>Player Lin

·

  

Actually it's solid(gameplay) level, yeah...silly me missed the shotgun by found a secret way into deep inside and found a room with pinkys and hell baron...it's tough when deal with them with chaingun but at least monster infighting helped. Some secrets are tricky to get and reward well. Too bad misaligned textures everywhere, but considering the author just new on mapping and with solid gameplay, good enough placement and helpful but hard to find of secrets so I think it's fine.  4/5

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StormCatcher.77

  

A large, but not very prolong map, which is interesting to explore. I liked the author's strategy to place strong weapons in well-protected places. To get them the player need to pass a kind of test. The difficulty depends on the player's luck. It is important not to miss the shotgun at the very beginning, otherwise entangled corridors can lead the player to a situation in which he will be easy prey, left without ammo. Visually, the map looks neat, another good example of using standard textures.

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Guest

Unknown date

  
very nice level

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  • File Reviews

    • 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.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
    • By Walter confetti · Posted
      A basic and nice looking showroom type of map where monsters are trapped inside glass prisons, no exit and no way to play this with any modern source Port like DSDA-Doom and GZDoom, but works really well in Crispy Doom. It was a pleasant experience.
    • By Walter confetti · Posted
      Conceptually not bad, it's a pretty imposing tower with some decent lighting, but no ammo at all despite having the guns and a VERY obscure way to rise up the floor in the lava pit? That's a big downer. But overall, it's ok.
    • By eanasir · Posted
      Well, the map is pretty basic. The map is quite challenging, with there being 0 ammo pickups (excluding the backpack) outside of the starting room. There are also nazis for some reason. I will give it 2 stars only because this really wasn't meant to be played to be enjoyed, but rather just a example of how to build a map in DEU.
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