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CHURCH of DOOM ][

   (5 reviews)
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About This File

- Designed for Doom II deathmatch ( -altdeath highly recommended ).

- This level is a small courtyard with a church, a crypt, and a mausoleum. Points of interest also include a graveyard and men burning at the stakes.

- Every area has at least two exits so you can't get trapped in.

- NO LAVA PITS!

- NO COOPERATIVE EXITS! (gosh I hate those). The exit is right there in the courtyard. It's a cool looking exit, but be careful of accidentally exiting.

- No BFG.

- Plenty of ammo and health.

- The coolest part of this wad (in my opinion) is the church and its "preacher" raising hell and brimestone. I would play it in "Ultraviolence" just to see him 'preach' on his congregation and you.


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xX_Lol6_Xx

  

For a wad made in 1995 it's a pretty convincing church, I like how detailed it is, as well as the graveyard, too bad it is quite short because it's fun (Although I understand that, as a deathmatch level, making it too large can make it unfun to play). The exit gates are an awesome detail too. Definitely check it out

5/5 stars

 

- xX_Lol6_Xx

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Walter confetti

  

A medium sized map sets in a sort of church surrounded by burning men, graveyards and other type of stuff around. The level is simple but fun to play, both in SP and DM. Same simplicity reflects in the detailing work and fell.

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Guest

Unknown date

  
Well designed, good-looking level. It's kinda short, and not real hard, but it looks pretty and it's a great action packed 10 minutes.

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Doomkid

Unknown date

  
Awesome design, great for DM and fun in SP, my idea of a really good wad.

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Guest

Unknown date

  
Pretty good for it´s year. Realistic map.

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  • File Reviews

    • By baja blast rd. · Posted
      Do you like to hump?    Well this is the wad for you, at least at first. map01's progression involves wonky teleporters and keys stashed in secrets. While the next two maps depart from that, you should still be prepared to mash your soft parts into non-standard triggers.    The layouts consist of blocky rooms or spaghetti strands of hallways, with monsters are dumped into these spaces more or less randomly, and it all gives off the impression of SLIGE after getting drunk (if computer programs could do that).    This old set does have its charms, though. The author outdoes SLIGE in the novelty of trigger use; map02 had a neat room where you press a "switch" to constantly raise the floor level of a large outdoor courtyard. The texturing can be funny at times: map01 dresses up a whole room in a key strip indicator, and then outdoes that by painting the next room in scrolling sky. (Yes that is a plus.) There is also fun to be had if you like blowing clumps of stuff up with barrels, the rocket launcher, or cell weapons -- albeit only a modest amount of that. Clocking in at around 10-15 minutes of play, I would choose this for a speedrun-type blind race.   Note: 100% kills on map02 is impossible, as it contains a zombieman standing guard over the void space.
    • By Walter confetti · Posted
      Pretty good looking map in the visual parts, including some really neat light effects as well of some other cool looking touches all over the map. Too bad that the gameplay department doesn't hold with the look of the map, since is the most boring DM map i've played in a while, at least with bots. And that's a shame!
    • By Walter confetti · Posted
      A pretty fun map with a pretty well done texturing and theme usage, maybe the layout is too symmetric for modern standards? Overall, a very enjoyable experience.
    • By Walter confetti · Posted
      A map based upon a previously reviewed map "Hexen Morgue" with better layout and thing placement overall, but doesn't have the trident in the original map, kind of disappointing since i wanted to see that, it was the only nice part of the original map. There's two missing floor textures, missing textures for the surprise crushers and a player spawn in the ending room whit no exit? WTF? Overall, a nice change from the original.
    • By baja blast rd. · Posted
      Proxima Centauri's hot start throws you headlong into what is quite enjoyable combat for the time, a small sandboxy city brawl with imps and pinkies and hell knights and revenants after you, mancubi around corners, pain elementals to take out, and lots of roaming and sniping zombies of every type. That is the highlight, and it's all graced with cheesy sound replacements and James Bond music. The '90s.    It's plain-looking by today's standards but has character, and there's a nifty hyper-dithered nebula sky replacement, although fans of Downtown (lol) won't get their verticality fix. The progression is charmingly incoherent. Lots of random illogical random teleports from one area to another, a lot of what feel like secrets but are actually unmarked … wait you use that key where again?    The major fault is that the puzzly exploration parts are very divorced from the action. It's easy to kill 95% of the monsters before making much actual progress, since most of them are roaming about and demand your attention. Then you  end up with five minutes of teasing out what to do and where to go to exit, in silence, knowing you won't even get to use the extra "fake secret" resources you can find on much.
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