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About This File

PEEK-A-BOO is a HERETIC deathmatch only level without any monsters except your friend-become-prey. It's stricktly move fast and kick ass from begining to end. The level consists of a few rooms connected to each other so the action will always be constant. There are a few false walls that make for good ambush sites. The players start in one of four hallways adjacent to a couple of rooms. They will each find the same weapons depending on the Skill level chosen (The higher the Skill level, the nastier the weapons and greater the Health bonuses. There's also Invisibility Spheres and ammo for the weapons scattered throughout. There are TWO Teleporters in the big room (East) that will transport you to the North or South corners of the hidden hallway above the big room. The northern Teleport takes you to the northern corner facing South and the southern Teleport takes you to the southern corner facing North. This level is great in DEATHMATCH 2.0 as well as regular Deathmatch. There is plenty of opportunity for ambush.

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  • File Reviews

    • By printz · Posted
      This is a level for giants. Everything is huge, in all directions. But the giants aren't home, so it's you with the undead warrior mice. Like in "Jack and the Beanstalk", the theme is clouds or more precisely flying: there are very many wings of wrath, which you'll actually need, because sometimes you may get stuck in some balcony with no way out. Start over if you run out of wings or chaos devices and you're stuck.   For the most part I could not find weapons, so I heroically tysoned my way with the elvenwand, gauntlets and staff (yes, that's useful too even if you have the gauntlets). However, it turned out that a weapon is available near the start.   I couldn't find the exit so I gave up. It turned out it exists, but its access door is activated by a switch kilometers away.   Due to all this, the level is rather boring and annoying to play. It may be a deathmatch level for ants.
    • By printz · Posted
      An interesting level because it uses textures from other games, including Doom! However, it's not that hard or long.
    • By printz · Posted
      This seems to be a deathmatch map lightly fitted for single player. Despite the attempts for scary sounds and effects, the map is too easy, empty and free to exit.
    • By printz · Posted
      This level is pretty high quality, with good attention to detail and pacing. It's not very hard or heavy on opposition though, though you may still be glad you have items in the inventory once in awhile. The problem with this level is the rather confusing progression. It can be solved if you take your time to check the automap for clues, but won't work if you're impatient or in lack of time.   HINT: at one point you'll encounter a small wooden door behind a priest bas-relief hidden door. There's no clue whatsoever, but that door needs to be shot to open! I had to open the editor to find that out, as no information got provided about that.
    • By printz · Posted
      This wad seems to be a compilation. Anyway, here goes the per-level reviews: An average dock level. Water hurts. There's an unusual way to wade through this water to open some barriers. Overall pretty blocky and not that well done. It's plagued by REJECT errors causing most monsters to be passive against you. A dungeon level made of copy-pasted layouts. Overall much better and more slaughter-like than the previous map. Relies on switches and passages for the greatest part. An even better and much harder level. This one involves some wicked layouts of passages and lifts, and uses symmetry to its advantage. Overall, some super challenging levels but not very strongly structured, rather on the more abstract side.