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DETHMZE2.WAD

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About This File

THIS IS A *MINOR* BUG-FIX FOR DETHMAZE.WAD Welcome to the future of combat training: The Holodome. Since long before the colozination of planetary moons, Earth's finest military have been trained here. With the ability to create any environment, situation, dream, or battle, the Holodome has tested every Marine currently on earth. The failure of this final test is much worse than non-admittance to the ranks of marines: failure inevitably means death. Today is your chance to graduate from simple grunt forces to acceptance as a full marine. Your Test: Journey through the dethmaze in search of the Blue keycard, which grants you the only door from the Holodome... But beware! With luck, you will only be up against computer-generated aliens, souls, ect. But if Lady Luck has thrown you to the wolves, you'll find your selflocked in a maze with only one other,a thinking, fighting grunt like yourself, aimed on destroying anyone or anything in his path to becoming a marine! Your only hope of surviving this is the destruction of your counterpart! You stand at the edge of the pit to the Holodome with a shotgun found in your current room. with a box of shells. Now only YOU control your fate, my friend!


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Unknown date

  
The readme bigs it up, but this is just a poorly-designed dungeon maze. The walls are STONE2 throughout and it's just a damn maze. A maze! It's slightly too large to play comfortably in Deathmatch and it's just a maze. You can't tell where you are because it's a maze. 90-degree walls, no height variations... did I mention that it's a maze? It reminds me of those Fighting Fantasy gamebooks from the 1980s.

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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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