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Three-in-One DeathMatch for Everyone

   (13 reviews)
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MAP03 - The inside is dark to provide a mystery effect and have a hard time to get a good kill yet there is light amplification goggles hidden in the area while the outside provides some duck and cover aspects.

MAP04 - Everything in this map basically happens fast and one might want to act quick since this is more of less an open area where anything is plausible . . . . . Even kill steals. You better kill or you are going to be killed.

MAP05 - There are several chambers and several open areas where multiple mini-DM's are able to occur. Please be advised that the fast-paced of the map will be subsequent to each death pertained to a specific character. I do not know what that sentence is supposed to mean yet those who do, please keep on DM'ing.

Overall - These three maps, in conjunction with my other two maps, will provide with enough DeathMatch time that everyone will find that these maps will bring peace and happiness to the world (yea, right. But they will provide great fragging rights once everything is over.) ~Enjoy


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Doomkid

  
This mapset features absolutely terrible weapon/item placement, and layouts that aren't very conducive to DM (except map04 which is boring anyway), but with all that said, the mapping itself isn't actually bad, on a technical level. I'd really love to see this author make SP/Coop stuff, or at least learn good balance/design for DM turf.

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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