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A real NIGHTMARE ...

   (2 reviews)
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About This File

This level is designed to be played in *NIGHTMARE* mode only !

Just a little maze, a few sergeants, and a little friendly pumpgun. But a lot of fun, cause you do not know the position of the monsters, even if you have played it before !!!! Every time you turn around, you could look into the two barrels of a sergeant's pumpgun. If you kick one's ass you will meet him again later, but who know's when and where this will happen ? This level becomes very realistic while playing, cause there are just "human monsters". Did you ever seen a Caco-football flying around in the "real world" ? (I mean the other one, you know)

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It's an interesting idea, but it's terribly flawed by the fact that it literally is just a maze; it's like playing Gauntlet, but with a first person perspective and fewer but random-seeming monsters. The problem is that mazes aren't much fun, especially first-person mazes. The idea of offsetting Nightmare by having a spartan monster population is a decent one, though. Level tries to kill you on Easy with an Archvile; but I killed him and danced on his pale white corpse.

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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.