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Blofields Mum

   (6 reviews)
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Two f--k off levels that are slightly hard. If you are a wuss, type in the god code. If you don't know that, you dead already. It ruins the game if you type ANY codes - take note softies!


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Saturn

  
F'n hell. More than plain bad, very special bad.. Extra chromosomes, probably.

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Unknown date

  
Two seriously undercooked levels that are childishly easy to end... given a somewhat redeeming comic quality given the authors' outrageously high opinion of themselves and their "3l33t" wad-creating skills. (They actually solicit monetary donations! I swear!) In other words... QUACK!

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Unknown date

  
Two levels dated January 1996; yet again the author puts in his real name and home address, because in 1996 that kind of thing was just fine (judging by Google he still lives there today). Map01 is a big square room with fifteen baddies and some weapons and John Romero's severed head, which I killed in less than ten seconds on my first go. Map02 is awful, unplayable for a pistol start, a cramped maze with no ammo and another Romero head.

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Unknown date

  
I'm sorry but this wad is unplayable, I couldn't even clear the 2nd map just because of the 2nd player 1 spawn taking damage, the level design is horrible, the gameplay is horrible, this wad is horrible. Atleast you were confident.

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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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