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Tree3.WAD

   (13 reviews)
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Night falls as you prepare to enter another base on Phobos. This base was built right into the hills, and uses a lot of natural caverns in it's design. Three levels of great fun and interesting designs. These levels are best for non-deathmatch play, although deathmatch starts are there. They should also have very little slowdown, since I designed them with a 386/40. Level 1: This level is pretty difficult, with little ammo or health, and monsters from all sorts of triggered doors. Also, heavy on the triggers and switches. (My specialty! :') Cool places include an expansive cavern and a couple "pseudo-mazes". Level 2: This level is an exhibition of really cool designs, including a number of places with manual light-sourcing, and every other neat thing I could think of. Visually entertaining, fun to play. Level 3: Well, this one is just cool. Hard, fun, some caverns, a bunch outdoors. If you can't find all the secrets... have you gone through every teleporter? A nice stressful conclusion to the trilogy.

If you get stuck on a level, or are trying to find some of the secrets, watch the demos. They cover most of the good stuff, and show the way through the level.


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Sui Generis

  
A trio of 94 maps being the next instalment in the tree series. E1M1 is repetitious and cramped, but does do a good job at catching out the player with close quarter monster closets. The final part with the monotextured crate mazes is weak though. M2 is better and has a statement arch near the beginning, with curved doors. M3 has a space section - it looks genuinely good and is impressive for the time but the music is inappropriate. Gameplay on all is ok to meh - if playing I'd suggest skipping E1M1

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Unknown date

  
Very good sequel to tree2 with new nice music and sky.Interesting architecture and tricks.And this is 1994!Fantastic!5/5

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Unknown date

  
As with tree2 (the levels all start off with a tree) these levels are very good for the time, June 1994 in this case. Level one is a bit dull, but level two is fun and has some nice technical tricks - curved doors, and some attractive architecture. Level three has a short sequence that floats in space, and reminded me of "The Sky May Be". The gameplay is a bit stodgy - it's just not much fun shooting demons with the pump-action shotgun - although surprisingly tough.

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Unknown date

  
Err, what? Shit.

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Unknown date

  
Brilliant, thank you. 1994 rules.

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Unknown date

  
The sequel to one of the oldest pwads in the archive. The first level is average and contains an unfitting, non-ironic use of passport.mid, but the other two levels are pretty good. I especially liked the space segment; really creative for 1994. The gameplay is only average, though. 3.5/5

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Unknown date

  
k,h

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Unknown date

  
With the large supplies of ammo and big weapons, I was hoping for a big climax where I'd have to blow up at least a spider mastermind. I was a bit disappointed by the (lack of) climax, but otherwise this is another reason to NOT throw out Doom 1 and all the old wads just because we have Doom 2.

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Unknown date

  
An old and excellent wad. Good scenery, good graphic,good music but the only defect is the average gameplay. However 4/5

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  • File Reviews

    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
    • By geo · Posted
      Believe the hype, Sand Chain is indeed a terrible map. Not terrible like oh this must be someone's first map or designed by a team of kinder gardeners and their friend in second grade who can use DoomBuilder, I'm talking hall of mirror walls, coupled with the fact you can go through the game's exit switches. The map is short and sweet, which only adds to how terrible it is. The level is a single hallway with... get this... a bend! Oh stay with me here... and then after that bend, there is a bank of switches! Yeah, that's it. The level isn't meant for Nightmare, but it should become everyone's first accomplishment of, "I can beat this level on nightmare."

      I suppose in an artistic way, the hall of mirror affect on all walls is to disorient the player, so they miss the big twist at the end. Thus costing speed runners valuable seconds on their first play through. The big twist being the bend. Other than that, there are plenty of shotgun shells, shotgun troopers and health to ensure you make it to the end of this brutal and rigorous test of endurance over the course of 5 - 30 seconds.

      This is the level that has become famous, because everyone needs to play it themselves to add their two cents of "it's crap" to the pile of reviews that will no doubt entice more people to play this game. It's a gorgeous display of everything wrong without the annoyance of having to play it for longer than a full minute. Complete with someone from an aol email to spice up it's true 1995 feel... despite being made in 2009.   * slow clap * You've done it. You've found a new twist on terrible.
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