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CREOL1_2.WAD

   (3 reviews)
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About This File

This Wad is for DOOM ][ only. (If there is enough interest, maybe a DOOM I version will be created.) It is designed to look like the current location of CREOL (Center for Research in Optics and Lasers) at the University of Central Florida. It is designed as things were in March 95 (ie, student bull pen in Dr. Riza's lab, etc.). For those that know the author, goodies can be found in his laboratories and on his office desk. Bad monsters can be found in appropriate places (advisor's office, etc.).

Any constructive criticism or new ideas will be appreciated (I already have some plans for the next version). Anyone who felt cheated that I didn't include their lab, tough :), I only had so much space and time.


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mallo

  
For some reason, the map ended before I found red key. Ss I love realistic maps, I give this a 3/5. I'd give 4/5, but all these bugs are terrible. Poor '95 people, with only what, 1 BSP Nodebuilder?

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  • File Reviews

    • By MuratMikal · Posted
      My comments are regarded to these maps and the rest of the 8 maps found here = https://www.doomworld.com/files/file/18251-zdmp2014/
      I've played all maps on UV. The big majority of the maps are good, but some really stood out. Maps made by Dhu Man Yhu, Walter Confalonieri, sincity2100, Jaws in Space, FireSeraphim, Eradrop and Toxie Rocks are really nice, worth downloading just to play these. All the other maps are fine with exception of 3: BloodyAcid (couldn't play due to lag), Dobu Garu Maru (too long and confusing) and Obsidian (a puzzle map - not my cup of tea).
    • By Gokuma · Posted
      Not five stars compared to modern maps.  Despite the late submission year, this wad dates back to May 29th, 1994.   I got it on an add-on CD in 1995.   Five Stars for its time to bump up the average as this was one of my favorite classic wads of its time... So much so I messed around adding scripting with more switches to manipulate a spawn number by its digits and spawn whatever there's a number for.   And here are those scripts for seven different switches to execute, though I recommend limiting selectible numbers.   And you could do something more involved like summon groups of monsters and implement the thing hate command to make them fight. #include "zcommon.acs" int haha; SCRIPT 20 OPEN     {     haha = 154;     }          SCRIPT 23 (void)     {     haha+=1;     printbold (d:haha);     }      SCRIPT 22 (void)     {     haha+=10;     printbold (d:haha);     } SCRIPT 21 (void)     {     haha+=100;     printbold (d:haha);     } SCRIPT 26 (void)     {     haha-=1;     printbold (d:haha);     } SCRIPT 25 (void)     {     haha-=10;     printbold (d:haha);     }      SCRIPT 24 (void)     {     haha-=100;     printbold (d:haha);     } SCRIPT 27 (void)     {     printbold (d:haha);     Thing_Spawn (random(3,6), haha, 0, 7);         }
    • By JudgeDeadd · Posted
      A cool ZDoom mapset with well-balanced new monsters, good music, and of course the star of the show: the new arsenal. I'm not the fan of the difficulty at some spots (did I miss something in map04 or is it meant to be an ammo-starved slog?) but when you've got the full arsenal at your disposal, the gameplay becomes really fun.
    • By stevenaaus · Posted
      Awesome Doom 2 chaos with a fresh look and weapons. Cheers The new weapons remind me of Q1 Malice. Loving the chainsaw replacement.
    • By Erick · Posted
      There's definitely some ideas put into use here, but the result is rather sloppy. You start off with three teleporters in the first room, so going in blindly, I couldn't tell if I had to take one teleporter first or if I can complete the level in (almost) any order. To sum it up, you have to go through these teleporters in a linear order to complete the level, otherwise you'll be greeted by locked doors that serve as a reminder that you're going the wrong way. The level itself isn't overly confusing, but coming in the gauntlet room unprepared left a sour impression.   The majority of rooms are spacious and not very pleasing to look at. You'll see big open rooms with dirt and marble textures placed throughout, and aside of the pentagram room with Spectres and an Arch-Vile at the center, the map just boils down to dull rooms and hallways you can run past through. With good use of powerups, you can get by most threats without an issue. There's some bits of carnage, but the overall gameplay feels plain.   A little heads up, but when playing on a ZDoom port, the teleporters at the start of each area will teleport you to a random destination. That is because their lines are zero-tagged teleport actions, meaning they will teleport you to any destination placed on a zero-tagged sector. This can make the level more confusing to complete as you may end up in an area you aren't supposed to be at. When playing in vanilla, these teleporters will always teleport you to the start of the level.
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