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RS_OOZI.WAD

   (3 reviews)
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About This File

This level is designed to provide lots of shooting action (hence the "oozi" pun). There aren't a lot of puzzles, or secret doors that must be found to get to the end. Nor are there any "death traps" or rooms with 18 Cyberdemons. Just steady action. And while there are lots of bad guys to kill, an attempt was made to keep it realistic and within the class of an original Doom level (i.e. this isn't just another bunch of monsters and weapons and ammo haphazardly strewn about every room). I'd appreciate any and all comments/ flames as to whether it succeeds. It has been beta tested by 2 players other than myself (with a "thumbs up" from both), but only in single-player mode. Multi-player and Deathmatch modes are provided, but not tested. The difficulty levels are also implemented. In general, the harder the difficulty, the more monsters you get. This level is designed to be challenging WITHOUT using the cheat keys!

This is my first attempt at a Doom level built from scratch. Many, many, many! hours went into this level, the majority of which were spent learning various editors and the ins & outs of building levels in general. At some point in time I'm sure I've done every wrong thing that can be done. But it's been a lot of fun and I hope you get as much fun out of playing it.


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Guest

Unknown date

  
This is dated May 1994. For such an absolutely ancient level it's good fun - ugly as sin but with 300+ monsters packed into a lot of close-quarters fights. It's a kind of techbase / slime refinery thing with no clear theme. The layout occupies the border between clever non-linearity and a complete lack of focus. Lots of switches, and you can finish before killing a lot of the baddies. Nonetheless there are some good traps, and it's tricky near the beginning.

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Guest

Unknown date

  
good level.

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  • File Reviews

    • By Doge Sword · Posted
      this is a mockery of two of the best wads of all time.  on top of that gameplay sucks.  don't get it for your sake.
    • By leodoom85 · Posted
      Another solid mapset that captures the PSX version feel perfectly. Maps comes in all flavors, from techbases and urban areas to the menacing void and, of course, HELL and also has some unexpected secrets which you might play it to see. Of course, I absolutely love the PSX version of Doom and this one is no exception. Gameplay speaking, it's pretty balanced and thought out nicely...with ambushes, good monster placement and really nasty traps which you must avoid it at all costs. One thing that will help you a lot is the addition of a new weapon...seriously, that thing is powerful...check it out and try. Maps have a nice look that helps you to be inmersed in the atmosphere and coupled with the music, it's much better.   Great recommendation, give it a try and you'll have a fun time.
    • By leodoom85 · Posted
      Since I tested the map, I can say that playing it again it still surprises me the amount of effort and detail of the gameplay used, like a lot of portals, clever effects like the one used before you pick up the yellow key saying nope and many nice references including a special secret. Gameplay itself for combat is pretty straightforward with some nasty stuff for you in the Nightmare difficulty. Try that out by all means. Really solid stuff which I totally recommend you folks and play it.
    • 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.
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