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Land-mines for DEATHMATCH

   (4 reviews)
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Land-mines for DEATHMATCH, well for any DOOM game, but best in DEATHMATCH

I basically used Greg Lewis' excellent DOOM.EXE hacker ( DEHACKED 1.3 ) to make the rockets motionless and partially invisible (like spectres). I also made them vulnerable to attack so that you can clear them if you find them. In addition, I changed the amount of rockets you pick up with the launcher to 6 (after much research, I and my beta-tester have determined that only being able to lay 2 mines per life SUCKS!).

There are three other cool things.

I'm listing these features seperately because I did not plan on them they just happened.

1. If you lay the mine, it won't hurt you in that life. However,if you die, come back, and then run in to it, you will die again.

2. You will get a FRAG credit if someone hits a mine you laid, but you must stay alive until then or no credit.

3. If you shoot a mine once with the pistol, it will float off slowly in the direction of the shot (carefull, twice and it blows). We have not yet discovered the full benefits of this, but it's still pretty cool to do).


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Doomkid

Unknown date

  
Landmines for deathmatch? A cool and original idea for the time.

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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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