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DoomRL Special Levels: A Recursive Adaptation

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So there was Doom. And there were roguelikes. Then there was Doom: the Roguelike. And now, the iconic special levels unique to DoomRL have their own adaptations in ye olde Doom 2 (or Final Doom). Each map also has co-op and deathmatch starts, and deathmatch-only items. See below for a summary of each map, and what's been tweaked in the process of adapting them. If a level's gimmick has you stumped, check there.


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Zalewa

  
ASCII version had better gameplay and VISUALS.

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scifista42

  
I'm sorry, but these maps lack the slightest sign of a reasonable gameplay, progression, or balance. Everything after MAP02 is just about rushing to the exit, no need to fight at all, just press one switch nearby and you're out of there. The symmetry is also quite disgusting, by the way, even though I understand that you wanted to replicate your source closely. I cannot recommend this, not a good gameplay experience at all. 1/5

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StupidBunny

Unknown date

  
Kind of a clever idea, but I'm not sure the idea was realized very well. Most of these are rendered pointless by the fact that you can just run to the exit switch, and with just a bit of scripting you could have emulated the DoomRL level behavior a lot better.

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Guest

Unknown date

  
My SP experience in short: lots of HOMs in map01, a zillion of texture misalignments, almost all maps can be finished while running to the exit bypassing most of the level, map09 has monsters which can be killed only with fist and chainsaw. Map layouts are simple, gameplay is very poor. Avoid if you expect some nice SP adventures; maybe some maps are suitable for DM. Overall: gave no fun playing, small 2/5 because of the amount of work.

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Guest

Unknown date

  
weird, encountered homs in zdoom but not gzdoom. otherwise okay if this is the author's first maps, but could've been done better with some acs scripting. adding the music from doomrl would've been a nice touch too.

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