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Memphis.wad

   (7 reviews)
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About This File

Having just discovered the secret entrance to the long lost unholy temple of Memphis you must proceed to infiltrate and destroy the remaining unholy hosts, then escape with your life. The authors recommend playing ultra violence, unless yer a fucking lame ass. There aren't any really big monsters because karl hates them, but be careful with your supplies anyway, because there ain't no such thing as a free lunch.


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GuyNamedErick

· Edited by GuyNamedErick

  

Not bad for a WAD made 1994. For such an unholy temple, there aren't many traps to encounter and it's a little dull in some rooms, although some have some weird designs to make them stand out. The lighting is nice and the map isn't too confusing nor frustrating. The WAD might be good for a casual level to plow through, so it may be worth a shot if you are into some old obscure maps.

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Memfis

Unknown date

  
I guess I'm glad to know that the wad with a name so similar to my nickname isn't total crap. Well, the dungeons are boring for the most part but the lighting is nice and wow at the last area!

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Doomkid

Unknown date

  
Not that bad for 1994, but it hasn't stood the test of time well. Monsters fall with ease and there are some strange design choices, but hey.

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Guest

Unknown date

  
This is from May 1994. It's hard to judge. By modern standards it's very simple and primitive, but there is nonetheless a certain amount of panache. It has traps, lightsourcing, stalagmites, monsters that come out of the floor, a final battle etc. Nonetheless it is really just a featureless dungeon with a smattering of weak monsters, and wonky textures. It would probably have wowed them in mid-1994.

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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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