Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Full of Lead (FULOLED.WAD)

   (0 reviews)
Sign in to follow this  

Guest

About This File

This is a DEATHMATCH-ONLY pwad for DOOM ][. SIGH!!! ANOTHER ONE? Yes, but I think this one will be worth your download. First of all, it contains NO MEGASPHERES OR SUPERCHARGES! so the game does not turn into HealthWars. There is a strategically placed medkit and beserk pack, along with a few stimpacks. There are plenty of weapons to prevent anyone from gaurding them all. I've tried to make this level a very playable deathmatch design. All weapons are present, except the BFG. (I rarely like the BFG for deathmatch games, except when it is strategically placed (such as in DANZIG13.WAD). I've added a few features to this level which, in my opinion, sets it apart from most deathmatch levels currently available:

1. Although the plasma gun is available, it rests on a platform that must be dropped by a remote switch, which also drops a lift elsewhere in the level that contains a beserk pack. This makes getting the plasma gun a risky venture. Also, there are no energy cells lying around, so you'd better make that ammo count.

2. One of the metal pillars in the inside room has a walk-thru linedef on the west side. This allows players to enter the pillar and ambush their opponent, or hide from them when they get low on health.

3. There are several sniper positions from which you can frag your buddy, and I've tried to make the level a very "open" one, so most of the time you have a pretty good idea of where your opponent is.

4. There is a medium-sized semicircular courtyard for those plasma and rocket battles. A small bunker in the courtyard has a chaingun and a spy hole that is aimed towards the door of the courtyard.

5. Stepping over the rocket-launcher platform in one of the courtyard buildings triggers several lifts throughout the sector to fall, which gives away your position to your enemy.

6. This level contains a cooperative exit to prevent one player from exiting when the other isn't ready.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

There are no reviews to display.

  • File Reviews

    • By Yura04kizel · Posted
      Laggy hell with 32k monsters and too much invulnerability spheres. Just... total vomit.
    • By Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.
×