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HOOKED.WAD

   (2 reviews)
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About This File

This WAD contains 5 maps designed specifically for DooM 2 Deathmatch 1.0 The chosen skill level changes what weapons are available (see below).

MAP 1: Smallish enclosed area with a couple of small halls on one side, and 2 sets of stairs that allow access to other areas.

MAP 2: Pit with stair access, some sniping zones which hook into an outside courtyard.

MAP 3: Medium-small sized lower area, with a ledge on one side, stairs on two others. Hall- ways connect the low area to the ledge.

MAP 4: Nice open area with some raised areas. Some halls off the side contain some weapons. A couple of high areas let you see what's going on. Nice outdoor ceiling effects!

MAP 5: Courtyard with trees connects to an enclosed area. Part of the enclosed area is semi-open and the rest is separated with doors.


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Doomkid

Unknown date

  
All 5 of these maps look damn fun. Perfect so long as you're not allergic to simple texturing.

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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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