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The Bridge of Death

   (7 reviews)
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About This File

Cross that bridge, and die! Better take :a moment and think before you assault that :bridge, or it may be your last moment.


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GuyNamedErick

· Edited by GuyNamedErick

  

Your average 1994 WAD, nothing really special and while it may not be so bad, aside of a HOM effect that only appear in GZDoom 3.3.2 for some reason (Classic ports and other ZDoom-derivatives aren't affected by this), there isn't much to be seen here. Lighting is nice and all, but that's about it.

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NaZa

  
In 2016 this map is very bland, dull and forgettable, etc, etc. but in 1994, only two months after ORIGWAD, this WAD was excellent and it had nice lighting. Balance was pretty bad on the other hand. Still, a great WAD for its time, but it sucks today.

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Guest

Unknown date

  
The exit is at the start. However it could need more action at the end.

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Guest

Unknown date

  
It's alright. I still cannot find the exit though!

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Doomkid

Unknown date

  
Another bland 1994 wad. Nothing terrible, nothing special.

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Guest

Unknown date

  
1994 map showing a lot of design flaws typical for maps built in those days. As 2014 map it should presumably get a solid 1 star, but in 1994 level builders were experimenting and did not have today's style guides. Rated as such: not quite good, but shows enthousiasm, so 3/5.

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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