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Scream

   (4 reviews)
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This level is made with co-op and Deathmatchers in mind, with varied terrain and viewpoints from which to snipe friends and enemies alike. An area of mineshafts and tunnels coupled with very intricate layouts make this a very challenging level. Not suited for solo only because one of the keys requires two players to locate. (HINT) For co-op, several areas require teamwork to clear, especially in locating the keys, or in seeing how switches alter the layout. Search and explore!


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Unknown date

  
This is a large dungeon level with some cute little design touches. It seems to keep on going, on and on, and gets a bit wearying and mazey. Loads of ammo for a single player, as per most co-op maps. A small selection of weak monsters means fairly easy gameplay, but it feels epic because of the size, although a bit barren. The only bit that seems to require co-op gets you a blue key, but there's another blue key earlier in the map in easy reach.

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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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