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Coliseum

   (4 reviews)
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Unknown date

  
Another excellent map from the author of ds1v3. This one is set in a symmetrical marble arena, with 4 different areas containing the weapons and keys. The appearance and architecture is good, as is the progression. The gameplay isn't quite as good, though. Few fights are fun, you get most of the goodies very late, and for 100% kills you have to snipe monsters far away. These are minor complaints, though. 4 official secrets, but it's just one, really (a switch opens all of them). Recommended. --4/5

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Unknown date

  
This is dated April 1995. You get two versions of the map, one for Doom and one for Doom II. I played the second. It's a hub-style dungeon level, with a small central courtyard and four mini-arenas at the compass points. It's superficially fun although erratic; you get far more weapons than you need against weak oppo, a couple of traps seemed to not work, lots of stuck imps. And the mini-arenas are really just one room big. As a quick blast it's okay though.

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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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