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SWIG1.WAD

   (1 review)
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About This File

This level consists of four rooms connected with some dark hallways. The lighted areas tend to be quite bright, and the dark areas are pitch black. This was done to facillitate ambushes. When you begin, and each time you die, you will have 50 rockets, 50 shotgun shells, and the blue armor. What you will not have is the weapons to use them. The weapons are placed in the various rooms, and the more destructive the weapon, the more difficult it is to reach. There's even a plasma rifle for the daring. There's only a few monsters, and I recomend using the respawn option because it keeps you from sitting in one place forever. Not to mention it keeps a few shotguns laying around which can be very handy.

If you have any trouble finding all the weapons watch the demo.


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Doomkid

Unknown date

  
July 1994 - Example of very early deathmatch mapping. It's better than I expected, not unplayable, but it's just too abstract and all-over for any players to enjoy much these days. It's sad to think this is basically totally expired.

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  • File Reviews

    • By MajorRawne · Posted
      The map author left the words "how not" out of his description, I'll let you figure out where.
    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
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