Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

HighWire (Rocket Jones Vol. II)

   (5 reviews)
Sign in to follow this  

Guest

About This File

After completing your first mission in "The Nest", Space Command has "volunteered" you to teleport into the old deserted alien city on Ceiros 7. Having learned your lesson from the last fight with only a pistol, you opt for more firepower and grab a rocket launcher and load up with a couple of boxes of rockets.

As you step toward the teleport, you can't help but wonder: were you chosen because you did such a great job last time, or such a terrible job...


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Summer Deep

  

Omigawd, this would never get made today! Only two types of weapon (pistol and rocket launcher) and three types of enemy. It's nowhere near as difficult as it may appear on a first play (assuming you select UV), but despite its crudity you'll probably want to persevere until you beat it. That should take maybe 3 or 4 attempts.

 

I have a soft spot for stuff like this. Some critics who apply today's standards might give it one or two stars, but for what it seeks to be, and for its era, it's an okay effort, I'd say.

Share this review


Link to review
Guest

Unknown date

  
Pretty easy. DM players should be able to finish this with no problem (and quickly {see above}). 2/5 [decoy]

Share this review


Link to review
Guest

Unknown date

  
A small, simple concept map. Most of it is set on ledges and your only ammo (apart from the 50 bullets) is rockets. Ammo balance is tight, but it's still pretty easy if you make sure to not spread rockets everywhere. The map can be finished in just over 30 seconds thanks to a strafe(50) jump to the last teleporter. One very easy-to-find "secret" with extra ammo and armor. The type of map you'll play through once (or twice) and then quickly grow tired of. --2/5

Share this review


Link to review
  • File Reviews

    • By Darman Macray · Posted
      These levels are short, sweet, and pack a lot of punch. Complete with a humorous end-text-screen containing a healthy dose of silly shock-humor, this is a masterful triumph of Heretic map-making, and most certainly a must-play wad.
    • By Walter confetti · Posted
      A really frantic and fun DM map with pretty neat stuff like invisible pillar in the middle of the arena, doesn't have anything to do with the title but the level can become a BFG spamming fest soon, especially with bots. Less fun in SP but the arch-ville+bunch of nazi combo is a nice feat.
    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.   EDIT: Just discovered this is a ideally a DM wad… haha, for that purpose, it seems good. My original rating was 2/5, will change it now.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
×