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dewadz1.zip

   (5 reviews)
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About This File

Inside is two very cool wads that were writen in mere minutes. Directly from scratch, no errors, no see-through walls. No missing wall textures.


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Doomkid

Unknown date

  
Historic tutorial levels, not half bad even today. 3/5

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Guest

Unknown date

  
Difficult to rate. Each of these feels more like a textbook schematic than an actual level. No doubt they helped a lot of people who didn't know what the hell they were doing, which was almost everybody. (MINE1, especially, was widely copied and DMed in.)

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Guest

Unknown date

  
Four example WADs included with an early distribution of Geoff Allan's Doom Edit, the level editor later known as DoomEd The Real Thing. The most notable one is MINE1.WAD, an empty shell of a level that served as the base for FLASH (id=114), TECHBASE (id=308), WATCH51 (id=735), POT (id=1468), DRAGON1 (not on /idgames yet), SERENITY.WAD E3M2 (id=1033), ASNEW8 (id=1158), Xmas Doom MAP01 (id=1173) and D&D11D1 (id=14388). - N_A

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Guest

Unknown date

  
For being one of the oldest WADs out there, this is a pretty decent set of maps. 4/5

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Guest

Unknown date

  
Really old set of deathmatch wads. The only real interesting thing to note is that MINE1.WAD is an early version of E3M2 from SERENITY.WAD

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  • File Reviews

    • By Nems · Posted
      Aside from a couple of stinkers (I'm looking at you, maps 20 and 33), this was a pretty fun and challenging map set to play through. For the time limit imposed in order to make these maps, they're of pretty nice quality, I think. While I wasn't the biggest fan of the (in my opinion) overusage of Arch-Viles and Revenants, it was still a fair challenge.
    • By Classicgamer6 · Posted
      Disregard earlier review server error caused me to download the incorrect file. So what do I like? The textures combined with the sharp lighting contrast between heavy dark and rather bright areas. What I don't like is the rather empty feeling level with large rooms and corridors filled with medium tier enemies on Ultra Violence, i.e cacodemons and hellknights, while only given a shotgun and chaingun. The issue with this is that encounters become more tedious than dangerous. I would add a super shotgun or spread out the medium tier enemy placement. The level detailing leaves a lot to be desired with the large empty grey rooms/corridors reminding me more of Half-Life than Doom. With some more detailing and better monster/weapon placement I would rank this higher but as it stands this level leaves a lot to be desired.
    • By CountArchvile · Posted
      ''Build Time:3 Months'' Sure Terrence
    • By CountArchvile · Posted
      the map looks good visually but what does the have to do with doom 64? and how do I kill an archvile with a pistol? and a cyberdemon with a chain gun?
    • By CountArchvile · Posted
      this was the most immersive and chilling wad I've ever played
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