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SPACE STATION: Carnifex: Part Eight in the Frag Fest series!

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About This File

STORY:

The story is set in the ruins of a space station, barely holding out against the demons that constantly batter against it's defenses...

That space station is Space Station Carnifex.

Guarded by a few heros against the terrors of Warp Space that are a few meters away from the great airlock doors that guard the space station... Until now, it's been deadlock - The demons can't penetrate the defenses of the station, and the Space Marines don't dare to venture into Warp Space, even with protective Vac Suits.

But last night, it all changed. The demons used magic to teleport deadly Archviles into the very bowels of the station, but worse than that, they smuggled in a deadly Chaos Marine, to destroy the stations last remaining defenders...

Who will the victor?

DESCRIPTION:

The level is well laid out for deathmatch, with definite rooms, and a network of secret corridors round the outside of the station providing a means of double tracking upon your opponent. The BFG is *hell* to get to, as you have to dive into the Chaos Warp itself (a rad-suit would be cool), and steal it from the demons secret research centre...

The BFG and Megasphere can be closed off, forever, at any time, by the flick of a switch, so BFG/ megasphere haters have nothing to worry about.

Force fields can be switched off, demons can be allowed to invade the base (whos to say that they'll allow the chaos marine to live once they're inside the stronghold?) for extra amusement... There are lots of nice touches to play with.

You CAN play one player, but it's not meant for that, hmmm?


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Doomkid

Unknown date

  
This could be a little fun for a DM, but the invisible walls are a kiler. They also look really bad when you can see FLAT1 bleeding out everywhere, but an OK effort for it's time.. Only for Doom archeologists.

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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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