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Altair3a

   (4 reviews)
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About This File

This is a BIG level designed for Doom II. It was designed with ultra-violence in mind and is mentally challenging. The level also has a design theme which I hope will be visually pleasing. This is version a. There have been some very minor changes to some areas, mostly the removal of stairs and making the adjacent stairs taller. The big change is the placement of the switches that lower the barriers allowing access to the switches that lower the red and blue key platforms. The switches have been moved to a more obvious location. A number of people indicated that it was too hard to find them. I wanted it to be challenging... not frustrating! Thanks to all who emailed comments!


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Unknown date

  
This is dated September 1996. It's the third and last in a short-lived series; this is less mazey than the first. You fight 219 mostly weak monsters in a castle level that looks decent for the period. As before there are some clever pseudo-3D bits, and some irritations (low walls that you have to painstakingly navigate instead of jumping over). You get loads of weapons and the final battle area is pretty easy - none of it's hard - but I liked it.

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Unknown date

  
Not bad at all. A little on the easy side but fun none the less. 3/5

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Unknown date

  
I only played a small bit of it, but so far, it was pretty neat! It could have used a little bit more detail, but other than that, nice map! Keep up the good work. -Tango

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Unknown date

  
Much more involved than the previous two, but also easier to fail. Watch out. It gets a 4/5 just like the other two. Not 5/5; it can't be named as 'legendary'. IC

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  • File Reviews

    • 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
    • By CountArchvile · Posted
      Terry you've done it again, thank you for blessing us with your very challenging and fun WADs
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