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The Cage

   (2 reviews)
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About This File

This is my first successfully built level. This level was initially built for deathmatch. I later on added some monsters to make both single-player and deathmatch games challenging. Play it without the monsters to see the difference for yourself!

The trick on this level is not to hang around inside the cage for too long if you decide to go for the BFG and backpack when playing deathmatch. It's possible but not easy to get out of the cage! If you're stuck in the cage, don't worry, just take your time. I'm sure someone will be glad to come and roast you from the outside!

There are two secret places that have extra ammos. See if you can jump out the window into the next room on the second floor to get that...! Have fun!


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Unknown date

  
I spent an hour on solo play, but never figured out how to get into the cage. Is it even possible on solo? Killed everything but the cyber demon. PrBoom 2.4.7 reports 0 / 0 secrets? WTF??? Some of those passages definitely should have counted as secrets! Well, it was entertaining. Thanks for your work!

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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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