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   (1 review)
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About This File

Trench is NOT a gaming level - it is basically a utility level. Purpose: to help wad authors determine if the player will be able to make a jump or not. I often see this kind of request on RGCDE.

Switch with red arrow will lower the opposite side of trench all way down.
Switch with green arrow will raise it in increments of 32. Thus, one may vary the difference of jumping height. The texture used allows to determine quickly the height difference. Total depth is 512, each square is 64.
Trench width changes in 32-point increments, from 32 to 512. Again, floor texture allows easily to determine the width used.
To facilitate more accurate jumping, guiding 'rails' are provided. The runway length is also easily determined using floor texture.
For your convenience, a teleporter is placed in the trench corner for easy exit.

Oh, and if you get sick of jumping, go and slug it out with a cyber!
Hope that you'll find this wad helpful.

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Unknown date

On the one hand this is a completely pointless waste of space, but on the other hand it is very beautiful. Not visually beautiful - there is a prominent missing texture, and the wallpaper is childish - but beautiful in a more spiritual sense. It doesn't work, even as a utility (the rails make it hard to strafejump, a technique the author might not have expected), and the cyber fight is dull, but its haunting atmosphere will stay with me forever.

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  • File Reviews

    • By Nems · Posted
      Aside from a couple of stinkers (I'm looking at you, maps 20 and 33), this was a pretty fun and challenging map set to play through. For the time limit imposed in order to make these maps, they're of pretty nice quality, I think. While I wasn't the biggest fan of the (in my opinion) overusage of Arch-Viles and Revenants, it was still a fair challenge.
    • By Classicgamer6 · Posted
      Disregard earlier review server error caused me to download the incorrect file. So what do I like? The textures combined with the sharp lighting contrast between heavy dark and rather bright areas. What I don't like is the rather empty feeling level with large rooms and corridors filled with medium tier enemies on Ultra Violence, i.e cacodemons and hellknights, while only given a shotgun and chaingun. The issue with this is that encounters become more tedious than dangerous. I would add a super shotgun or spread out the medium tier enemy placement. The level detailing leaves a lot to be desired with the large empty grey rooms/corridors reminding me more of Half-Life than Doom. With some more detailing and better monster/weapon placement I would rank this higher but as it stands this level leaves a lot to be desired.
    • By CountArchvile · Posted
      ''Build Time:3 Months'' Sure Terrence
    • By CountArchvile · Posted
      the map looks good visually but what does the have to do with doom 64? and how do I kill an archvile with a pistol? and a cyberdemon with a chain gun?
    • By CountArchvile · Posted
      this was the most immersive and chilling wad I've ever played