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Der Turm

   (11 reviews)
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About This File

This level is a downsized version of an extremely large level I created which would not save due to "savegame buffer overrun." This level has been tested on 3 different systems and exhibits no such problem.

Pay attention to wall textures and check your map once in a while. Remember the one really bad monster is EXTREMELY easy to kill, once you know how. There's no need to cheat, 'cause I hate him too. Note the multiple bezerk boxes are simply a way of me giving the player 100% health without using multiple medikits. Too many useable things is the key reason some levels wouldn't save (although the number of sectors also seems to have a negative effect). Thus my reason for cutting down on the number of medikits by using single bezerk kits.


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everennui

  
3 Stars. It's old and it's actually pretty good for its age. A lot of it is running around and it gets old after a wild. There isn't enough action to keep you interested and the elevators are inexcusably too high. Especially given that freelook wasn't implemented at this point.

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doomedwarrior1981

  
Really good for its age made back in 1994 quite a fun and challenging level

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Guest

Unknown date

  
excellent dungeon crawl here, long and epic.

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Guest

Unknown date

  
I like this old map; it has neat light sourcing and varied areas (dark hallways and vast rooms) but it keeps its overall theme all along. The wad shows you you can achieve a lot by simple means. It's big, but fun to play.

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Unknown date

  
Bad: Some texture issues; A bit too many supplies given; Secrets required to complete level. Good: Huge, sprawling, semi-non-linear level gives you lots to explore; Very effective lighting; Adequate challenge. Overall: Pretty good stuff. Recommended. 4/5 -VV

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Unknown date

  
This is dated July 1994. It's a pretty entertaining map; the textures and lighting effects are good for the period and the gameplay flows well, with lots of mostly weak monsters. It feels like three different levels smushed together (tech-castle, concrete techbase, a bit of sewer, then Death Star), and has a good non-linear wanderabout feeling. Once again it leaves me wondering why cyberdemons spend so much time loitering beneath crushing ceilings; habit? Ritual?

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Unknown date

  
I too had a few missing textures issues in GZDoom, but this did not really detract from game-play and considering this is a 1994 wad, it's a fun adventure. There are a few too many power-ups, some badly (or thoughtlessly) placed, but nevertheless I still enjoyed it. 3.5/5 rounded to 4/5

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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