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Burg Nideck v1.1

   (3 reviews)
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"Burg Nideck ist im Elsaá der Sage wohlbekannt, die Höhe, wo vorzeiten die Burg der Riesen stand; sie selbst ist nun verfallen, die Stätte wst und leer, und fragst Du nach den Riesen, du findest sie nicht mehr." -- Das Riesenspielzeug, Adelbert von Chamisso

Castle Nideck ist so large and crudely hewn that it is said to have been built be giants in prehistoric times. And prehistoric it sure is - it's been sitting deep in the mountains for as long as mankind can remember, dark and foreboding. A few months back, activity was reported inside the castle - screams and moans, weird lights and evil laughter. It was discounted as the usual talk, until the day a whole village disappeared and you were sent to investigate...

Note: While this is not on of these Look-how-many-monsters-I-can-throw-at- you WADs, it _is_ very difficult in UltraViolent, especially in Multi- Player games. Try Hurt Me Plenty first, it's the level I designed it for.


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Unknown date

  
One of several early levels where you start off outside a big square castle, and then you go in and kill the monsters etc. It's quite good for 1994; no attention paid to theme, textures etc but it's old-fashioned open-plan fun, not too taxing. I like it when the Cacodemons die - I find it erotic. They gasp and lose control as their die. It's like orgasm.

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Unknown date

  
I'm sure it would of been an interesting concept for 1994 but today it just comes across as too easy, too underdetailed and just boring to play.

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • 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
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