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   (1 review)
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About This File

This is a pwad which covers levels 1-8 of Doom 2 which I built 'cos I am fed up with 80% of cover-disc pwads being Deathmatch levels. Am I in the minority, not having loads of friends willing to uproot thier PCs and bring them round to my house, or run up huge phone bills?? I don't think so!! So, to get my own back, there are NO Deathmatch OR Co-op starts in any of these levels, so there!!! They are pure Single player stuff.

Level 1 The Doors - a tribute, not! Level 2 Rob's level ( a sick, sick man! ) Level 3 Arenas of Despair Level 4 Cruel Fate Level 5 Death Bunker Level 6 Yellow ( or There's More Than One Way To Skin A Cyber Demon ) - a clue, a clue! Level 7 Faery Tale ( i.e. Grimm! ) Level 8 Er, My house, actually!

If you want to comment, or have a go, send me e-mail!! I'd like to think I'm not alone in thinking this, but I could be wrong! ( It's been known. )

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Unknown date

"Back in my day, we used to make SLIGE / OBLIGE style maps by hand!" Very boring map layouts here that seem to get worse as they go, with the typical "myhouse" map at the very end. I understand not wanting DM maps in the days of Pay-To-Doom stuff like DWANGO, but really, no coop starts? Awful.

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • 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