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HazMat23.Wad (for DOOM 2) Hazmat Proc 2.3

   (5 reviews)
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A return to Phobos base: General Union Aerospace's Hazardous Materials Processing Center (HAZMAT PROC). Big, complex deathmatch level. No dead ends, all weapons, lots of ammo. Primarily for deathmatch, try playing in teams; there's a lot of passages that can only open from one side-- opportunities for daring rescues. If you're only playing two players, it might take a while to hunt down your opponent.


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Reviewed as SP map. Quite enthusiastic, but in too many aspects too primitive. Confusing layout, too many hidden doors, way too repetitive, a shitload of unmarked doors. Author does not understand the concept of unpegging or is not interested in it. Hopeless gameplan (iff any), way too much ammo @ UV. Overall for what it offers, the map is 5-10 times too large. Rated as 1995 map: awful + 1 for the effort = small 2*, else 1.

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This is dated June 1995. It's a large and complex tech-castle in a classical E1 style; there's no texture alignment at all, but it has a good retro feel and almost 300 baddies. The layout is nicely non-linear, and you can wander about for ages. Which is a problem, because unfortunately the whole level bogs down in relentless key-and-switch hunting; it's one of those maps where a button at one end of the map lowers an anonymous wall at the other end.

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I liked it - holy christ cookies, get out your automap and some water

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  • File Reviews

    • By NuMetalManiak · Posted
      the tenth week of dwspd has the theme of "flooded city" which is a nice echo back to the very first of the dwspds which was "lava city". here we have seven maps, all deal with flooded areas, and the quality of these maps is increasing as you go along. first map is definitely not city, but does show the fake floor trick, then you climb just one building to the top. second map also isn't a city but more of a temple that looks strange (plus having to rocket barons in tight halls). third map, uh, there's not much to this one but at least it did what it could thematically. fourth map brings all the carnage underwater while allowing for an optional cyberdemon fight. fifth tries but doesn't really have that city vibe, yet at least had some interesting things to it. the best two maps are MAP06 (in theme it's the best) and MAP07 (a concoction of buildings strewn over the nukage, having to go across each one until you get a radsuit so you can tackle the center). well there's more maps, and it feels a lot more fun than some of the previous ones.
    • By Walter confetti · Posted
      Pretty meh mapset, this wad crashes on vanilla doom 2 since a ceiling texture is acting funny in MAP01, in boom 2.02 it shows perfectly. Best of the bunch is MAP04, but overall, meh mapset with some weirdness.
    • By NuMetalManiak · Posted
      for the ninth installment of dwspd, the theme was to "try and rebuild E1M1 without looking at the original". wow, THAT is a low map turnout, at a measly two. guess it was a lot more difficult than some would have bothered with. but let's see what we got. the first is rather accurate as far as actual layout, though texturing and monster placement is assuredly different. but this one has problems, namely one of the secrets is one-time only as well as an exit switch that doesn't work. it's odd for me to say the real winner was actually the second of the two, despite it looking less accurate, it was much more fun, a Go 2 It mini-version of Hangar with a few hordes of monsters done proto-slaughter style.
    • By NuMetalManiak · Posted
      for the eighth installation of dwspd, the theme was to "build a warehouse inside a castle". or is it to build a castle and then a warehouse inside it? who knows. anyways, this is easily the weakest dwspd thus far, with a very low map turnout of only 6 maps, and none of them are actually all that well done theme-wise. sure, the combat is up there, but let's see. MAP01 and MAP06 don't have anything that really pertains to warehouse per se. MAP02 is incredibly mediocre overall and it's possible to prevent yourself from ever leaving due to the lift switch being one-time only. MAP03 seems nice with the crates in places but it doesn't seem finishable due to one lift never rising to the red key AND an impassable linedef in front of the exit. MAP04 and MAP05 are the most interesting, though each has a share of problems with MAP04 for some reason having invisible crates while MAP05 tries for a siege scenario, starting in the warehouse and giving all the supplies, but just try killing everything out there when you can't head back up once you fall down. yes, I'm fully aware that these maps don't get bug-tested or play-tested before release, but it's always best to leave the best possible impression.
    • By NuMetalManiak · Posted
      for the seventh iteration of dwspd, the theme was to "build a Doom 1 level in Episode 1 style". this theme contrasts quite well with the previous theme of building a final level of Doom 2 in dwspd006, but the familiarity of Episode 1 style levels in E1Mx is bound to put a damper on the overall score of this one. you'll notice that Fredrik isn't here this time around, so there's not much to be wowed by his great speedmaps. the rest of the maps are just speedmap juice, they are usually mediocre and have a few bugs, some are more blatant than others (the first map you can just skip everything since Blackterror forgot to tag the exit door as a key door). also you'll need to warp to E1M9, since E1M3 does not go to the secret map. unlike the others that have generally mixed quality in many different mapslots, the levels actually seem to get better the more you go through. the first few maps are shit and are really small in size, but the layouts and monster count increases and things get more fun as you go along.
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