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Ooog 1 WAD

   (2 reviews)
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About This File

Our first WAD together. Ooog's first WAD all together. Dr. DooM's 5th or so. This is made for a DooMer kind of below average. Not much monsters. Lots of lifts. No real maze though. Just a walk through. One hint: In the yellow key hall, there is a red room and blue room. Pick the red room and suck Cyberdemon rocket and nuking floors. The blue one leads you to 3 demons and a medikit. Which one do YOU think is best? Watch out for the Spiderdemon! (in a secret room) I'd like your input about this level. E-mail us with what you think.


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NuMetalManiak

  
really ugly map, didn't enjoy at all.

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Memfis

  
Very simple structure, almost non-existent design and some stupidly tall lifts, but the ammo\/health balance is actually decent (except the unnecessary soulsphere). Takes like 3 minutes to beat and doesn't annoy you.

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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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