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GHOSTOWN.WAD

   (7 reviews)
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About This File

Based on a wad i did a year ago for Doom1. Ghostown is three open levels based on the theme of small towns, you can go anywhere you like, picking up the keys you need to advance to the next level. My design goal was a wad that challenged on a strategic level, one that could be replayed and enjoyed again & again, and still have the potential to surprise (and shock). I encourage you to first take a Tour through Ghostown, to learn the layout and suss out the powerups. Because this wad relies on the semi-random teleporting in of monsters, each time you play the game will be different.


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lupinx-Kassman

  
3 small town maps. Texture-wise they aren't pretty in the least, but they are otherwise decent sandboxy maps. Charming.

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Unknown date

  
Three maps dated October 1995. Map01 is a kind of wild west town, ugly as sin (the textures are just random) but fun to play, with 110 baddies in a non-linear pseudo-stealth-a-tho n. The monsters gradually teleport in, so you can never relax, and there are lots of hitscanners. Map02 is more of the same; Map03 is more of more of the same, although more cramped and a bit more frustrating. The maps are like a kind of urban warfare mod for Doom; fun but ugly.

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Unknown date

  
I've always loved this map. Easily one of the most played amongst me and my friends. For an interesting coop experience. Dump in a whole lot of imps, and former humans and perhaps a few other smaller enemies. There are probably better maps than this, but I don't care. I give it a five for sentimental value and overall enjoyment.

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Unknown date

  
I have never before played this wad, but I agree wholeheartedly with the previous review. Lots of vicious, bare-knuckles house-to-house combat in this one, and a refreshing reminder why I still love Doom regardless how many other games are out there with better graphics or whatever.

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Unknown date

  
OK, but nothing too special. Yay for Otago province though.

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Unknown date

  
3/5 As said before, looks ugly, plays well. The textures are almost random but the buildings are inventive and the author masked secret passages and mazes adding to the atmosphere. If you manage to get yourself into a position of stability, enjoy it while you mow down anything that steps into the city streets. I just wish more care had been brought to textures and detailing; it could have made this shine like nothing else.

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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.
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