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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 Zerofuchs · Posted
      Great WAD, solidly nails that fantasy castle crawling feeling, not too rough on the player nor overly stingy/generous on supplies, encourages good use of items, plenty of navigation and switch puzzles as is apt for Heretic, but also lets loose with a little slaughter.   Some areas could use slightly brighter lighting, and sometimes the next switch or door isn't signalled too well, but overall a fun and feisty fantasy fight fest.
    • By Darman Macray · Posted
      These levels are short, sweet, and pack a lot of punch. Complete with a humorous end-text-screen containing a healthy dose of silly shock-humor, this is a masterful triumph of Heretic map-making, and most certainly a must-play wad.
    • By Walter confetti · Posted
      A really frantic and fun DM map with pretty neat stuff like invisible pillar in the middle of the arena, doesn't have anything to do with the title but the level can become a BFG spamming fest soon, especially with bots. Less fun in SP but the arch-ville+bunch of nazi combo is a nice feat.
    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.   EDIT: Just discovered this is a ideally a DM wad… haha, for that purpose, it seems good. My original rating was 2/5, will change it now.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
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