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The PWAD Reviews

   (5 reviews)
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About This File

An ongoing effort to review EVERY PWAD OUT THERE! This file contains about 70 in-depth reviews and 20 short reviews, with a quick reference and overall scores at the front for comparison! This document is still in the making, and new reviewers are welcome! Now 92 Pages!

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Unknown date

For those of you that want to read this 101-page document: don't. Pretty much every shitty '94 map was good in these guys' minds. If wow.wad existed back then, you can be sure that these reviews would mention the "great art" and "challenging progression" in it. 3/5 (o wait im reviewing reviews lol)

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Unknown date

This is dated July 1994, from a time when people were still excited enough about Doom to write level reviews. Imagine! It's interesting to compare the reviews with my own experiences, e.g. they also liked the opening room from id=152, and they also had trouble finding the red key in id=23, so in general reading these reviews made me feel as if I was reaching out to a bygone generation of long-dead brothers. Fair brought a tear to my eye.

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • 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