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Curtin Computer Science

   (3 reviews)
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About This File

My first Wad. Based on the computer science building at Curtin University of Technology. Certain alterations have taken place as the rooms on the 3rd floor are normally quite boring.


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Memfis

  
An elaborate multi store house. Look quite badass from the outside but the insides get boring after a while since it's mostly just flat rooms. Kinda hardcore gameplay somewhat redeems it but then there is the incredibly confusing exit room...

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Zahid

  
This is a quality map among other building base maps as progression here is exciting.....last areas are beautiful....exit switch is there but hard to figure out the exact sequence of opening it...i just keep on pressing random switches in toxic pillars until it shows up..worth a go...

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Unknown date

  
It's one of those "I made a map of my school!" levels - not really worth checking out, even though there's worse out there. No exit switch that I could find (quickly).

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  • File Reviews

    • 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
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
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