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Mines of Death for Doom ][

   (2 reviews)
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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 Devalaous · Posted
      One of the classic megawads, and the successor to TNT Evilution. I've played this several times over the years, and its grown on me more with each play as my tastes mature.   Still has a bunch of maps that got me killed in 2024, after ive finished stuff like HR and AV, and plenty of maps are memorable. Only real downsides is some of the levels have little content, showing its age.
    • By Walter confetti · Posted
      One of the earliest Doom user maps and It shows. Despite the raw and empty design, the author take a good use of 3D space creating a small fortress surrounded by mountains, the level Is fun to play and not hard. A fancy escapade and a piece of modding history.
    • By Walter confetti · Posted
      Third and final released map of a WIP episode by David Rager, it's more long, complex and hard than the previous entries in the series. A well made map with pretty challenging parts with a mix of monster usage, envoirnmental hazards and some puzzle gameplay. Fun but pretty harsh.
    • By Walter confetti · Posted
      Two more misplaced DM maps without a exit like QUDOOM (that at least had a exit room, while not functional) that caught me by their file name and leave me for the bad experience in SP. Chicken is just a long bridge between a thundering abyss where cyberdemons wants to destroy you, meh. Gangstar is a more fun map sets in a big, abstract warehouse where a cyberdemon roam free trying to kill you, shotgunners and lost souls are here in this Hell corner adding more pain to the thing, enforced by semi-hidden mazes, my favorite.
    • By Walter confetti · Posted
      This is like the physical version of the "we have X at home" meme in DM map format for Quake E1M1. Very poorly made, broken exit and missing textures here and there but at least the level KINDA resembles the original source somehow.
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