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Eye of the Beholder II

   (10 reviews)
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Argenteo

·

  

Some large trapping maps and some tricky small ones. I didn't find Eye 1 the episode replacement with that creepy green imp. My favourite its the first one. Awesome classic original midis.

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Has a few innovative parts, but overall this is nothing more than an early 1994-kind of experimental mapset with an overwhelming amount of awful flaws and horrible bugs. In particular, gameplay is a term not directly related to this, so author missed the most important aspect of DooM. Overall rated as 1995 wad: this mapset shouldn't have escaped from its development labs. 1* because author clearly has put some effort in this.

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Unknown date

  
Creative but irritating, and relies a lot on triggers which sometimes don't work; I got trapped on level one by a cage that fell too soon, and as far as I can tell level two is unfinishable (a pair of triggers don't work). Level three has instant death and indeed all of the levels have frequent instant death, which isn't much fun. More than ten years later I simply can't be bothered.

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Seven difficult and totally unfair maps, but with a lot of creative ideas and all-round quality. Most people will hate it, but a few will love it (especially if they enjoy dying a lot before they know all the traps).

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All the maps are playable. If you got splattered, then it's because you fell into a trap, skipped a linedef (a common problem for speedrunners, but not something you can blame the mapper for) or perhaps you're playing in a port that changes the game's behaviour too much.

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  • File Reviews

    • By Argenteo · Posted
      Demons on fire, two-headed chaingunners riding arachnotrons, flying barons, resurrecting imps, the f***  y** demon, helicopters with plasma marine and great music by Mark Klem. Unique gameplay, tons of fun. 
    • By marco.nadal.75 · Posted
      This map will take as long to complete as an episode of original Doom. It is VERY ornate and convoluted, and somewhat directionless. I played with latest Guncaster (1.777) and latest stable GZDoom (4.5). It took me nearly 2 hours. I still don't know how to get the yellow key without jumping.   I recommend using a gameplay mod with double jump and mantling, like Project Brutality, or D4D or Guncaster. There are no new monsters or weapons, so you won't miss out on original content if you use a gameplay mod.
      There is a cool boss battle in the end. All the areas are nicely designed and detailed, and the final area looks cool. The exit area is central North, by the way. Beware, there are some inescapable traps if you play with jumping, so save often.      
    • By Argenteo · Posted
      Early M. Krause map. Through some catacombs, a cemetery courtyard, electric compounds and radioactive pools. Dark, cool detailing.
    • By rd. · Posted
      For a 13-year-old in 1995, these are phenomenal. (Unless we're getting LittleTempled here, but even if the author was really someone's 40-year-old dad named Bill, they still hold up as quite good for the time.)   e1m1-e1m3 is a trio heavy in KDITD homages that starts with a tiny concept map and then features two increasingly larger complexes that take a lot of design cues from maps like Toxin Refinery and Computer Station. The hallmark of the later maps is how sophisticated the layouts are; e1m3 is this tangling sprawl that felt like it had no boundaries, like there always another area when you got to the map's edge, yet was it easy and intuitive to navigate. e4m1 is a separate release bundled as a bonus. It's like Thy Flesh Consumed in the form of a spacious, bare castle courtyard. Good find.   
    • By rd. · Posted
      An opaque '90s dungeon crawl map with kid's gloves on (meaning it's probably a good intro if you want to try that map out). Despite the really bizarre progression and more doors being unmarked walls than having actual door textures, I never got remotely lost because of the tight scale, the intuitive "try humping walls because otherwise I'm stuck" moments, and the automap pickup midway through. Lighting is really well done for the time, lots of darkness and even some directional work giving it a spooky mood. It starts out with a KDITD feel and then branches out to other themes, which feels like a very 1994 thing. The lateral thinking in figuring out how to get around was pretty engaging.    There will be high variance in how much people like this, and I'm not an expert on this era, but I enjoyed it.
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