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Perdition's Anteroom

   (5 reviews)
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About This File

This is a somewhat large level, so named for its central room with the large spiral staircase, replete with divers* weapons and sundry monsters. All secret doors have slight texture offsets, and there's a computer map behind one of them. I included every weapon at least once, and you'll find each kind of monster save the Cyberdemon and Spiderdemon somewhere in the level.

One room is reminiscent of Raiders of the Lost Ark (hint: lite-amp visors aren't always a good thing to have!). Another has three pillars in it; your selected skill level determines which one is your teleport destination. I have not played every WAD out there, so I think this is the first one to implement such a feature. There are a few wide-open areas suited especially for deathmatch play, and a preponderance of plasma rifles strewn about the level for quick rearming. Every room has at least one exit, including the lava pit outside (i.e., there are no "traps," per se).

If you enjoy this WAD, please email me and let me know what you liked about it, and also where you found this file (I'm curious to see how far its range grows). If you don't like this WAD, don't bother telling me, as I daresay I shan't have much time in grad school to fool around with level creation and fix what you thought I should have done. Finally, if you're a student at Colorado State, please look me up when I get there - I've never been to Colorado and I'd like some fellow Doomers to show me around!


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Doomkid

  
Good effort for 1994, but the stupid crusher part sucks ass. Why didn't he make the light spaces big enough for the player to fit in?? What's more, if you back out, you have to time it just right so the door actually opens! How frustrating. I woulda given 4 if not for this lame part, inexcusable even in 1994.

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Unknown date

  
This is an old level by a man who claims that his writing "tends more towards the pedantic than the pedestrian", as if pedantry was a virtue. As was the custom in 1994, this is E2M1 rather than E1M1. The level is absolutely unexceptional for 1994, undetailed and pedestrian, although not quite as bad as most. That said, the "Raiders"-inspired trap doesn't work at all (you're supposed to step into lit spaces in order to avoid a crushing ceiling, but the spaces are tiny).

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Unknown date

  
A very reasonable attempt for a 1994 level 3/5

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Guest

Unknown date

  
It's OK. Good construction and decent gameplay. I enjoyed it.

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  • File Reviews

    • By MajorRawne · Posted
      The map author left the words "how not" out of his description, I'll let you figure out where.
    • By Chipchase · Posted
      More tripe.  Huge badly designed and featureless rooms that give you leg ache just watching going through them. The opposition from monsters is pitiful. 
    • By Chipchase · Posted
      A busted crock of shit. The map is random scribble, it's insane.  Why do they upload this tripe?  The third screenshot above gives an idea what to expect.
    • By Chipchase · Posted
      Consists of some rooms to be opened in key sequence from a central area. Doors are narrow and each reveals a row of monsters waiting for you, and you don't have enough ammo (I had to cheat). No atmosphere, bright lighting, and mostly Wolfenstein-ish cuboid rooms. Technically OK, with minor texture mis-matches. At least his own summary was modest.   Give it a miss.
    • By NuMetalManiak · Posted
      cannonball is yet another mapper who will probably take some getting used to when it comes to his maps. I remember hating on Return to Hadron when I first played it, but after subsequent plays it got easier. the same can be said for a lot of his other wads.   while this is my first time playing through Sparta 2, I easily got into cannonball's playstyle. his architecture style is always the same, as are his usage of monsters, basically you'll be running around often in the heat of monsters; the space is wide enough to accomodate this kind of playstyle and you just gotta be quite wary of where projectiles are flying. even if the monster count is low the layouts make things rough. but overall, what I like most about cannonball's maps is how well they can be run through. sure, you're gonna be dealing with a fuckload of carnage in these maps, but they all are very speedrun-friendly which is a plus. notable maps include:   MAP08, which is probably the roughest start in the wad MAP12, which has a false sense of security with its monster count. the two slaughter finales which are both well done.
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