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The Grim Reaper

   (9 reviews)
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About This File

Primarily single player level. I don't make too many deathmatch WADs and I'm rather reluctant to release them, because there are so many DM WADs around. It takes much more time and ingenuity to create a good solo/co-op level. Mission objective: don't let the Grim Reaper lay his bony hands on you... Avoid his scythe and make it to the exit, possibly in one piece. One thing more: pay attention to the scrolling hints on the walls!


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Summer Deep

·

  

Played on UV, GLBoom+

 

This is a very decent map for its era, but is not without its flaws. Plenty of enemies and traps, but more than enough health, armour and ammo to deal with them. The trickiest bits are the section near the beginning, where a couple of the chaingunners appeared to be able to shoot through solid barriers, and an 'infinitely tall' imp can cause problems, and the encounter with a couple of archviles later on, which needs to be dealt with promptly and effectively.

 

The lyrically-related puzzles are an interesting element and work pretty well. The elevator device near the end is clumsy though - it takes an eternity to go up and down, and the situations it engenders are predictable and tame.

 

If you want to experience a more challenging and polished map by this author, try his later Hidden Mountain Factory wad.

 

Around 65/100 for this level though.

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Unknown date

  
A decent wad from 1996. The level design is okay, and features a clever-but-confusing puzzle. There are new textures, but unfortunately the author uses them over and over. It's still a fun pwad, though. It just needed a bit more variety. 3.5/5

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Unknown date

  
meh. it's ok. this level didn't really grab my attention. 3/5

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Unknown date

  
Fun little level. Not too hard, and looks good. 4 stars.

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Unknown date

  
This level has an incredible overall design. If you haven't played it before you should. 5/5

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Unknown date

  
prity spify

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Unknown date

  
This old forgotten level is a real hidden gem. Considering the time of it's release, it's not half uninjoyable to play today, so I'd say check it out. 4 stars. -TeH NeXuS

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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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