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dethe1m1.WAD

   (6 reviews)
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About This File

(This is the first mission of my death match episode.) Remember playing war with your friends when you were little? This level simulates the fun of the good 'ol days with a mix of good 'ol violence. I made this level to match my old home in Washington and I added a few secrets, ambush spots, a cooperative exit, and only ONE suicide spot! Great for no-holds-barred matches! (Type "death" to start in deathmatch mode.)


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Doomkid

Unknown date

  
Come on, this isn't THAT bad. I would have probably liked it much more back in the day, but people have to realize how shittily difficult those old editors were to use. The MIDI is all to common, and yes it is annoying.

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Guest

Unknown date

  
An annoying map with the design of a house, while an awful MIDI rendition a classic dance track plays in the background (I wont reveal the song here, so it is a surprise for you). This map is just trash and should be avoided unless you want to hear said awful MIDI rendition, the only good thing i can say about this is that the textures are used well in thier corresponding areas. Singleplayer is very boring dont think it would be any better in multiplay either. 0/5

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Guest

Unknown date

  
A very early deathmatch map, playable alone as well. Some guy's house, with simple but functional arhcitecture. I don't know how fun this would be to deathmatch in, though, I found it easy to get lost in the house. In single play it's boring as hell -- a few zombiemen, a few shotgun guys, done. Snooze-o-rama. The textfile says the exit is multi play only, but it's possible to exit alone as well, if you know how to straferun, heheh. --1/5

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Guest

Unknown date

  
crappy crap!!! rly annoying and its design not gr8 either. 1 star fer yu!!

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  • File Reviews

    • By Argenteo · Posted
      Short and sweet trip through a radioactive nuke base. Maybe there are some multiple paths to explore it.
    • By Forli · Posted
      When a map only has one sector, the monsters won't wake up from seeing the player and won't attack either, that's something I learned from testing custom monsters, but I'm not sure of why it happens.   My only guess is that there's probably some function that checks if a monster can see the player by comparing the heights of sectors or something like that, and since it cannot compare two sectors when there's only one it never gets called. That's only a guess, I really have no idea, I couldn't find anything when I googled it.
    • By rd. · Posted
      This could ascend to Cacoward quality with a simple copy/paste clone job -- then it'd be Double Impact. *booed off stage*    It's an adequate "my first map." You chew up lumps of fodder with weaker weapons in small rooms with sharp directional lighting for about 2 minutes. One of the secrets was cool. Satisfying enough.
    • By smeghammer · Posted
      errrmm... Yeah. They really don't. Its not as if they are dormant - they follow you. Even the archvile. It's slightly surreal having a mob of doom monsters following without attacking.   If that was used effectively, it might be cool. But to misquote Wolverine - it's a big square room...
    • By smeghammer · Posted
      Definitely plays a lot like E1M1. Not a bad quick play at all. I like these short-n-sweet ones!
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