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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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Guest

  
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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Guest

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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Guest

Unknown date

  
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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Guest

Unknown date

  
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
      Short and sweet trip through a radioactive nuke base. Maybe there are some multiple paths to explore it.
    • By Forli · Posted
      When a map only has one sector, the monsters won't wake up from seeing the player and won't attack either, that's something I learned from testing custom monsters, but I'm not sure of why it happens.   My only guess is that there's probably some function that checks if a monster can see the player by comparing the heights of sectors or something like that, and since it cannot compare two sectors when there's only one it never gets called. That's only a guess, I really have no idea, I couldn't find anything when I googled it.
    • By rd. · Posted
      This could ascend to Cacoward quality with a simple copy/paste clone job -- then it'd be Double Impact. *booed off stage*    It's an adequate "my first map." You chew up lumps of fodder with weaker weapons in small rooms with sharp directional lighting for about 2 minutes. One of the secrets was cool. Satisfying enough.
    • By smeghammer · Posted
      errrmm... Yeah. They really don't. Its not as if they are dormant - they follow you. Even the archvile. It's slightly surreal having a mob of doom monsters following without attacking.   If that was used effectively, it might be cool. But to misquote Wolverine - it's a big square room...
    • By smeghammer · Posted
      Definitely plays a lot like E1M1. Not a bad quick play at all. I like these short-n-sweet ones!
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