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necropolis part 2

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not just hack n slash or annoying puzzles but a good combo of both! along with new sound music and sprites. well thought out rooms with much playtesting done to ensure good balance. (2nd wad contains language some might find offensive, by FRANK RIZZO sizzle chest) First you are sent to discover the reason behind the raising of the dead in a martian colony. then you find a mysterious force behind it. Part 2 of the necropolis wad. after discovering the entrance to the aliens castle you find a strange place with impossible architecture that defies logic. Now you must enter RY'leth, home of Cthulhu. UAC reports that a strange gateway was found at a Mars mining colony. several barons were captured before the base was overrun revealing that somewhere in there is the Entrance to RY'leth. Your commander says you'll know the entrance by the elder sign sealing it closed. a green star of unusual design. and.... by the fact that the more insane you become the closer you are to Cthulhu himself. you'll see things that are'nt there and halls will appear longer than they really are!! the necropolis wad has nothing to do with Hexen.


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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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