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Mines of Death for Doom ][

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About This File

I created this level specifically for Doom 1.6 with deathmatch v2.0 in mind. I retextured it and added monsters and weapons for Doom ][. It's a little harder than MINEWAR.WAD (the Doom version). It's also (in my opinion) fleshed out a little better. On to more important info: DO NOT ERASE THE REJECT MAP FOR THIS LEVEL! If you don't know what I mean, then you probably don't have to worry about it. You can erase the reject block map of a wad file by looking at it with almost any wad editor then saving the file. You can also erase the reject map by rebuilding the wad with some node builders.

MAP 15

There is a second exit switch to the secret level. Try and find it! There are many jumps across canyons. Some of these jumps are difficult. Don't get discouraged. I didn't intend for there to be any secret to these jumps, I just meant for them to be difficult. I obviously put some of the better goodies on the higher levels, so if you are playing this level in deathmatch, DON'T GIVE UP YOUR HIGH GROUND! This level was obviously designed with deathmatch in mind. There are LOTS of ambush and scouting spots available, especially if you make it to higher ground. This level also plays remarkably well in single-player and cooperative modes. There are a couple of "special effects" in this level. I put a couple of "two-way" mirrors in here. Beasties can only see through them if they are on the "two-way" side. You won't be able to see the beasties. If, however, you manage to get behind the "two-way" side, you can shoot at beasties without fear. They won't be able to find you, and will helplessly wander around, waiting to be put out of their misery!

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Unknown date

This is dated February 1995. It's Map15. It's basically a single large room, a kind of techbase / mine. The way it winds around itself is a little bit clever, but the gameplay feels aimless and unstructured, and you can cheat by pressing the exit switch through a window, in which case the level takes about twenty seconds to finish. Bog-standard through and through.

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Unknown date

just anuther nooby map... 2/5

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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