Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

ABBEY.WAD

   (11 reviews)
Sign in to follow this  

Guest

About This File

The Abbey of Desecration.

For generations the very mention of the Abbey has caused those living under its shadow to make Warding signs and gesture the speaker to silence himself. Now you, as a seasoned adventurer of many campaigns, have decided to rid the land of its foul presence in return for the ever-lasting favour of those you free.

Led by guides as far up the mountain as they dare, you are left to make the final climb on your own. Finally, you come to a tunnel which you follow through to a vast volcanic crater, now filled with a huge glacier in the centre of which, impossibly, floats the Abbey itself. But you have no time to ponder the unlikelyhood of the scene, for the denizens of this place of evil have spotted you and not very happy to see you...

(End cheesy mood setting section) This is a large Hexen level, which I have made on and off over several months (the architechtural base was started in Heretic, which I converted to Hexen when I got it). It features heaps of scripts, a few polyobs and heaps of monsters. It may slow down in places (it does on my dx4-100), too many big open areas connected together. Sorry. I promise I won't do it next time. Still, try it out, let me know what you think.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

whirledtsar

  

A walled town on an icy mountain with houses, an abbey, graveyards, and a dungeon. It all looks quite good visually, and there is a strong sense of scale and height to the buildings. The progression is good, with the player being given all 4 weapons over time. The 4th weapon comes in handy as there are over 250 monsters in the relatively small level, and a few large horde fights. The way forward isn't always intuitive, but the level isn't very big so there's not too many places to look. Overall a very cool level.

Share this review


Link to review
Guest

Unknown date

  
Great, although I could never figure out how to get the castle key or the axe key.

Share this review


Link to review
Guest

Unknown date

  
Wolfen: 4/5

Share this review


Link to review
Guest

Unknown date

  
Meh

Share this review


Link to review
Guest

Unknown date

  
Very not-bad :)

Share this review


Link to review
Guest

Unknown date

  
28:04 to beat, pretty nice map, quite confusing 4/5

Share this review


Link to review
Guest

Unknown date

  
Not the prettiest Hexen level, but decent to play. Requires a brain to defeat, more so than brawn in general--some areas are rather puzzley and might confuse some, but nothing a Hexen master can't handle. The biggest letdown is that the ending is very abrupt--no boss, not even a special portal, just a teleport pad and you're suddenly on Seven Portals. It just screams "to be continued" but it's just the one level.

Share this review


Link to review
Guest

Unknown date

  
Not a bad map, though there are quite a lot of occasions to make monsters infight. 4/5 for most of the effort - printz

Share this review


Link to review
Guest

Unknown date

  
Really Dated map detail, generic\ok abbey

Share this review


Link to review
  • 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.
×