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SHOCK.WAD

   (3 reviews)
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About This File

Well, this is my first attempt at making a scratch level for Doom. Let me begin by saying all flames to /dev/null.

My goal was simply to familiarize myself with the basic features that DEU 5.0 afforded. And to this end, I have designed a simple 23 sector map suitable for two-player deathmatches.

This level is not very good for solo or co-op play. No trick or traps, no moving objects, no transporters. But I did drop a few monsters in just to make it interesting.


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Unknown date

  
Waste of time.

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Unknown date

  
Where the fuck is the exit?!

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Unknown date

  
"Where the fuck is the exit?!" - it's in the bottom-right corner. Besides, this is a deathmatch level, a very early one. And a completely undistinguished one as well; basically a hub-style design with a central room and four rooms around it. There isn't any detailing at all. 13 monsters. It would be okay but ultra-minimal in deathmatch (there is a flow, but almost nothing to it).

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  • File Reviews

    • By NuMetalManiak · Posted
      it should be obvious to those who are playing this that this is NOT another Doom 64 TC. it's recreating the levels of Doom 64 as Doom II levels, which is why you see other monsters and a few changes to layout as well.   i'm not gonna give this a good score though. but this may be because I just don't like Doom 64's levels in general. even when you cut out the atmosphere and enhance the gameplay and layout of the maps here there's still some bashful puzzles to solve and well, the levels are longer than they really are. my Doom 64 opinion of course.
    • By Gato606 · Posted
      Nicely done succesor of Plutonia
    • By Gato606 · Posted
      Overall is nice, but I'm not much into small maps crowded with monsters, other than that, looks like a decent megawad
    • By Gato606 · Posted
      Sorry, but can't give more stars to this megawad, it gets really tiresome to start like 6 times the same map with a different door each time and the and the innecesary overstuff of ammo and guns just kill the fun of Doom being about managing your resources.  It can be some kind of fun opening a terminal in GZDoom and setting SV_fastWeapons to 2
    • By Summer Deep · Posted
      Played on UV, continuous, GLBoom+   This is a very absorbing and well put together Episode 2 replacement. The difficulty is cranked up incrementally throughout, and towards the end becomes seriously challenging, though always fair. Map 7 is particularly memorable, with its 500 monsters and a big surprise in the blue key room, as is the hellish descending escalator in Map 9. The final level is absolute mayhem, with 9 Cyberdemons and a supporting cast of 300+ sidekicks, but with a properly worked out strategy it's beatable: you need to make good use of infighting, plus it helps to be on the lookout for a secret area that isn't all that secret....   Not sure that any game ever merits an absolute 5 star rating, which implies that no improvement is possible, but this is certainly approaching 95/100 territory.   Definitely looking forward to checking out ConC.E.R.Ned by the same author.
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