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REALM10.WAD

   (5 reviews)
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About This File

REALM is an additional level built for the registered version of DOOM. It has every monster (HARD setting) and every weapon can be obtained. Eventually I will add new graphics when I get the chance.


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Memfis

  
Lol I fell in an inescapable pit and it turned out to be an E1M8 type exit. The level is a bit boring but some good structural ideas are present.

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Unknown date

  
This is a very early level, from May 1994. Like a lot of the early levels in the archive this is pretty good for the time - it has more and tougher monsters than usual, the layout and design have been worked on, and the "monsters rising from the floor" feature was novel (although in that room there's a booby trap that you can easily break by running diagonally, which gets you stuck). Enjoyable but easy final battle, lots of secrets.

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Unknown date

  
Eh, boring '94 wad. No real variations in height or architecture or anything. Also, you can beat the level by falling into that slime pit on the right in that marble room. 2/5

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Unknown date

  
A simple, bare map, with very inconsistent theming and straight-forward gameplay. There are some attempts at traps and other clever sequences, but it is just a little too simple, even for an old-school map, to ever become interesting. Several nice secrets to look for is one redeeming feature. Not at all bad, but not really that good either. --2/5

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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.
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