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   (6 reviews)
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About This File

Dark, evil, difficult. Good for CO-OP play or hard-core single play.

Did I say it was dark and evil?

Note: it >is< possible to make the stair jump.

One more thing- it's oh so much more fun to play when you don't cheat.

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Summer Deep


A tough start, as the player comes immediately under attack from Barons and Hell Knights who are very difficult to see in the gloom, but thereafter the combat becomes a bit too easy thanks to the ridiculously generous provision of health and ammo. This seems to be a very common phenomenon in some 1994-5 wads and I was almost literally tripping up over 25% health packs and shotgun cartridge boxes in some places, not to mention the numerous soul spheres, berserk packs etc.


There are one or two other tricky bits - the final room is pretty challenging and might take a few attempts to get done. In addition, progression is not always straightforward - I had to use rocket jumps a couple of times, and i'm not sure there was any other solution in these situations.


Not bad overall for an early Doom 2 map.

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A medium-sized action-oriented map with so-so looks, a large ammo (esp. shells) surplus and no secrets. Straight shootemup, pretty good fun.

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Unknown date

I liked it

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Unknown date

Typical 1995 map. 0/5.

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.