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The Power Plant ver 1.5

   (2 reviews)
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About This File

A new twist on pwad deathmatch creation.. a PWAD *MADE* for team play! some of the stuff you just can't get without a partner ( Like the BFG ) The BFG is a Trap, you can get TO it alone, but you can't LEAVE it alone. ::Grin:: ( Phrasing completely intentional )

The exit room has more than one switch, ONLY ONE IS THE TRUE EXIT! the rest lower the ceiling... ::Grin:: see how eager you are to run for the exit now coward...

- New in 1.5 For some reason, 1.0 didn't work... (maybe its because I forgot to rebuild the nodes before I released it to the public? naaah....) Anyhow, it works now. Made a few changes as you'll see....


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Guest

Unknown date

  
An early level from the days when people were very uptight and still said PWAD. The zipfile has 550kb of screenshots. The level itself is ugly, with lots of catwalks that would be awful in deathmatch. Playing single player you get masses of health and all the weapons against 48 mostly weak monsters. Poor.

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Guest

Unknown date

  
ok, this section is for single player or coop maps POST YOUR DETHMATCH WADS IN THE DETHMATCH SECTION!!!

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  • File Reviews

    • By vdgg · Posted
      A set of maps, carefully tuned for pistol starts, pretty hard/challenging. The maps are rather small and have exactly one secret. There is no stylistic consistency; there are a few bases and castles, caves, hellish maps and so on, everything totally mixed up. I can assume the earlier maps have their slots because they are easier and the later maps - harder. MAP26 is probably the most difficult one. mlm12 reminds me a bit of Going Down, as the levels are small, packed with enemies, and one different from the other. But mind, they are less polished than GD. Some maps have a pretty high 2000's level of detail (the ending corridor from MAP09), some others are much more basic looking (MAP02). IMO they are rather good looking (above average).   Bugs/problems: The mapper leaves all the doortracks without "lower unpegged" flag, so they move with the door, I'm sure he knew how to prevent it but he preferred the doors to behave this way. What is more problematic for me: unreliable W1 monster teleports, places where you can get stuck and decorations impeding player's movement, no Boom actions but some maps require -complevel 9 due to traps not working with limit-removing compatibility.   Favourite maps: 03,08,17,24,25,26. I would definitely recommend giving it a try: the maps are so different everyone will surely find something that appeal to them.
    • By Maximum Matt · Posted
      Finally played this one today, pretty good for an old-school level, hub layout, so not so linear, varied locations (including a huge canyon area and an underground cavern), LOADS of monster traps triggered by linedefs, including traps WITHIN traps (very nice).  Not too much of a challenge, but quite fun. 
    • By JudgeDeadd · Posted
      Good atmosphere, but ruined by the terrible gameplay. Tons of identical enemies attacking you over and over, plus some very dark levels where it's impossible to see where you're going, all amount to a mod more annoying than scary.
    • By sesq · Posted
      you can only have so many baron/hell knight vs ssg rooms before it gets tiring
    • By Walter confetti · Posted
      REally good and well interconnected map in the style of E1 with some hints of E2 and Doom 2 E1, some cool new textures and even some boom effects like a colored deep water pool, highly recommended to give it a play! Is a fun map!
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