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The Hourglass of Death!!!!!!!!!!

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About This File

This is an interesting "experimental" level I cooked up to try out a few new ideas I felt needed a little exploration, the most significant of which invloves a very clever use of teleporters to keep deathmatch opponents in constant contact with one another. The big room with the trees and the blackwall texture contains a ring of teleporters blocked from direct access by these little partitions. When a player in another section of the level walks over a lindef, one of these partitions falls and allows the oponnent access to the teleporter, which, in turn, teleports them to the other player's location. I've tried it out a little in deathmatch play and it has proved very exciting. Another theme I tried to explore in this one was the use of linedef triggered hiding places where players can wait in ambush. If you have any constructive criticism concerning this wad, e-mail.


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Unknown date

  
never-before-done concepts (as far as i know) and amazing gameplay

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  • File Reviews

    • By elend · Posted
      When first reading this wad's description I thought this will be a 1994 style map, where someone just tried to recreate his office building to shoot up his colleages. Boy, was I wrong!   Going Down emerged as one of my favourite megawads so far, with its very clever use of small to medium map space and interesting gameplay mechanics in every single map. The first couple of maps start innocent enough, but soon you will find yourself navigating literal crawl spaces, thinking about use of space and / or slight puzzle mechanics just before being thrown into hell itself and fighting for your life. Going Down is designed as a literal descent into hell, which was the most beautifully realized aspect of it. How every map slightly changes into a more and more hellish theme is just great, great design work. Even though the later maps delve into slaughter territory I must admit that I still quite enjoyed it. Actually this was the first time I enjoyed being slaugthered and figuring out how to approach the map.   Going Down is simply an amazing piece of work, oozing quality from start to finish and rewarding the player with incredible elevator music inbetween. A must play.
    • By Rosh Fragger · Posted
      Such a wonderful creation! I really wish there were some more maps so this could make it into ZDaemon Thursday Night Survival (TNS) someday...
    • By Ajora · Posted
      This is a solid contender for being the absolute best Megawad that I've ever played. 
    • By NuMetalManiak · Posted
      I...did not review this, okay. well, it's blue and it's pretty decent and setpiece-y. get used to ribbiks' style and this one is just like all his other maps, very well-designed and fun to play. just watch out for MAP03's final area.
    • By NuMetalManiak · Posted
      it's one of those classic 90's wads you can probably just sift through, but it's not that good. plenty of inescapable pits, some awful level progression, and some actually trollish crusher placement lie within this one.
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