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This Way to Hell.

   (4 reviews)
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About This File

This level is my first wad file. I intended to make a deathmatch level, after all, that is the best way to play. It turned out that the file ended up to be a little more difficult than I expected. The best way to play it now is 2-4 player co-op. The exit is a long fall into the depths of hell. Deathmatch level coming soon.

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Unknown date

This is dated December 1995. You fight 90 monsters in a crude green stone dungeon that looks like a truck on the automap. It starts off okay - not great, but there's some action - and then it falls apart in the second half, which is a poorly-textured maze, followed by a terrible spider battle, followed by a second maze. You basically have to use a level editor to find the final key and access the final door. You have loads of weapons, far more than you need.

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Unknown date

Wide-open map from late 1995, as advertised by random file! The first half is pretty bland, but nothing offensive. Basically GSTONE occasional MARBGRAY sneaking in and misalignments, but it WAS 1995. The entire maze is made of icon, though... that's just silly. 90 monsters of boredom.

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • 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