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   (1 review)
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About This File

P-32 is 3 levels of non-stop, bust-ya in the face deathmatch! The levels are very futuristic with some interesting graffix special effects. Have you ever been in a deathmatch, and some fool *accidently* hits the exit? Well, all three level exits are totally idiot proof. Level one is a space complex with a big beutiful BFG jump..... right into the middle of the action! You might get in the cross-fire and DIE! Its very fun... Level two is a double arena, with BFG and plasma amory rooms north and south, but if you go in there in a 3 or 4 way deathmatch...you might get REEAAL paranoid. Snipers will love this area, and so will energy lover haters. One hint...the walls have eyes...and sometimes double barrel shotguns. Level three is a cyber remake of my pretty popular "Roman.wad". This level is nothing but intense 3 or 4-way deathmatch chaos! Its a main mid-sized arena with the double barrel in the middle on top of a lift. Multiply pigion holes in the arena add to the fear of being attack at ANY angle, for in this arena...there is NOWHERE to hide. There are poles in the arena that hold diverse weapons and powerups to fight with in the arena. You have a constent pick of plasma, rocket launcher, or a brief megaball. That is...IF you can get to it before it goes back up. The BFG is set to come down periodically. I have hand picked some of the best doom sounds out there and put them into the wad. New music includes White Zombie's 1965, Metallica's Orion, and a revved up clasical type song. These levels are a scream in 2-way or up. P-32, THE FUTURE OF DEATHMATCH IS HERE...

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Unknown date

well not bad for 1996

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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.