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CONGO (Congo collection #1)

   (5 reviews)
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About This File

This is the first installment of the ... "JAZZ DEATHMATCH SERIES" and also the first PWAD I've ever created. I put a great amount of time and thought into this piece of work... so I hope you DOOMers out there won't be disappointed...

This level is small/medium in size and intended for DEATHMATCHES... All the weapons are mostly in plain sight (some work is needed to get to them)... except for the BFG... (which is hidden and takes some fancy footwork to get to...)

I've also included monsters for SINGLE and COOP play... and the EXIT takes some figuring out to reveal... (HINT: there are no keys) This WAD can also be played at different skill levels.


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Unknown date

  
Great level and details... I just couldn't figure out how to trigger the exit without IDCLIPing, otherwise a great level. A lot of tricks and great level design.

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Unknown date

  
I imagine this would be a tough start for most, but I always play UV -fast so... :-) I also had a lot of running around to find the exit switch, but a good fair battle - which I enjoyed ****

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Unknown date

  
This is dated June 1995. It's a dungeon-style deathmatch level, but unlike most converted deathmatch levels it's good fun single-player; there are lots of monsters packed into a small space and you rarely have time to stop for breath. The design, lighting etc are nicely detailed for mid-1995. Suffers from a switch-hunty ending that forces you to scour the level repeatedly for new switches; and the (ultra-obscure) BFG secret is empty in single-player.

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Unknown date

  
I liked it

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • 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
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