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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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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 Mizuki_Jun10 · Posted
      Surprising even, one of the newest community maps out there, 1994, wow, but it's still a bad map, the encounters are interesting, the layout is the most superior aspect here, but it still doesn't support the technical errors that even for 1994 were already guaranteed by the original DOOM maps. Weird textures, lack of variety, lack of a more interesting design than platforms going down or going up in the dark, some moments were really fun like the dark cave itself, but the fun lasts very little, with spaces that are too tight, and a shallow exploration.
    • By Mizuki_Jun10 · Posted
      I love Quake, it's my favorite Shooter, and I totally forgive the lack of detail and technical refinement that Mapper concluded here, but I have to say that even though the map is still recognizable compared to the classic E1M1 from Quake... The map just doesn't have such a refined texturing, a good light variation, and many of the areas don't even carry the classic Quake identity, as the best example: The part where we get the Nailgun, there aren't even monsters and an encounter with Zombiemans in that room , there is very little positive to consider here unfortunately, but it was a bit fun in some parts. Either way, there are a lot of negative things that make it impossible to ignore while playing the level, a horrible map, how sad.
    • By Mizuki_Jun10 · Posted
      Normally I would define these two maps as maps with interesting premises whose execution does not positively complement the result, Chicken.wad has such a simple layout that it is disappointing at first sight, which keeps you at a higher height than Cyberdemons that you They wait in sectors that flash between dark and very light, I can only be direct in saying that although the battle between the Cyberdemons is fun, the map doesn't present you with anything other than that, and it is even impossible to cross the other side of the bridge endless to eliminate the rest of Cyberdemons. Completing Chicken (Even though Chicken doesn't have an exit on his map.).   Let's go to Gangstar.wad, you can see a somewhat open space, different from the previous experience, but with the classic theme of a UAC warehouse style E2M2 from DOOM, but the boxes here are a little distorted? (Perhaps spacetime begged the mappers not to finish the maps so it distorted the map space causing this visual curse.) As much as the open spaces of the map are fun to navigate, the fun is short-lived with several of the structures being distorted. carrying with them ill-adjusted texturing. Clearly a superior map to the previous one, but unfortunately still poor, the repetitiveness of the texturing, plus a bland design and several other missing details, make this map yet another disappointment unfortunately.   The verdict is that both maps are completely disposable, I would love for the mappers to continue with their work after such complicated work, so they would at least be able to build more and improve the quality of their design work.
    • 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.
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