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We who are About to Die

   (12 reviews)
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Ok for Deathmatch but v e r y playable as one player, judging by the response of play-testers.

"The Cabal has started striking back at you. That last gateway should have taken you... well somewhere else. Not to an arena where thousands of humans have lost their souls to hungry demons. As you get ready for the first wave of hellspawned gladiators you swear to blast the emperor's thumbs off before he can even think about turning them down on you..."


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Unknown date

  
Nonetheless this is a drop-off in quality from the earlier Cabal wads; it's based around an arena, and like Duran Duran's mid-80s live album of the same name it's frustrating and bland, despite having "Wild Boys" on the end. I didn't realise until recently how much Duran Duran owed to Roxy Music. I remember the video for "Girls on Film" being a great disappointment, because the last thing I want to look at during the throes of onanistic bliss is the chubby face of Simon Le Bon.

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Unknown date

  
Ok, this is now my review for this map (instead of my erroneous first post): The 5th part of the cabal series is a fun map. It's quite small but filled with action. The fights aren't that hard but challenging enough and the secrets are put nicely into the map. The visual aspect is rather mediocre, but good enough for a 1995 wad and by no means ugly. A nice short fun, that I recommend to download. 4/5 -Milian

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Unknown date

  
Sorry, I can't play this to the end. It's the 4th map of the Cabal-series and by far the weakest. Boring, misaligned textures, common layout. It's tough, but in a discouraging, not in a challenging way. I would play it, just for the sake of completeness, but it has more than 300 monsters! And the time this would take is simply not worth it. Play parts 1-3 instead. 1/5 -Milian

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Vegeta

Unknown date

  
Great

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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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