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Dark Towen WAD - Part 4 in the Frag Fest series!

   (1 review)
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About This File

This level started life several weeks ago, after I'd jotted a few ideas down on paper (the acid room idea and the crossroad/ walkway just beyond it), and in the true Matthew Mauger tradition, it just grew from there.

Steven Ross-Watt of Genesis BBS (01786-825368) suggested the idea of the "control room" section, where squares light up when people move into certain rooms on the map. I made it go one stage further - you can dive into the squares, and teleport right next to your opponent! Oh course, if people linger in that area, there are some switches not far away that open up some walls, and whoever is in the control room gets roasted by archviles >:-)

I discovered how to make "bullet proof glass", sections of the map that you can see through but can't shoot through - this is used at the exit, and in the room with the light switches. A similar technique is used in the outside area to slam down a invisible barrier across one particular section, have a gander...

Anyway, this is a wicked deathmatch level, with totally class textures (as always) - check it out, and watch out for those secret bitz!

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Unknown date

I'm not sure if this is tower or town spelled wrong, or maybe just a new word I've never heard of. Either way, not the worst for '95.

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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.