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Gargoyle's Gorge

   (4 reviews)
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About This File

This is a Medium/large level designed for single player.It picks up where Kingpin1 ends. You have successfully annhilated the enemy resistance at Kingpin's Lair,and without time to gather your thoughts you find yourself surrounded by the enemy.You must find the strength to waste any living creature you encounter. Covert operations at Gargoyle's Gorge have us puzzled, but we do know that funds from this activity have provided the means to build an impressive command center to the east of the Gorge.Wipe out as many Humanoids as you can and take all the weapons and ammo you can find.Destroy the two main buildings once the enemy is subdued, then get out alive. Your paycheck will be waiting at our office.


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Unknown date

  
This is dated September 1996. It's a large, slightly puzzly tech-dungeon map with 354 baddies; there's an unfortunate emphasis on Wolfenstein pressy-shooty wall syndrome, which slows things right down as you press and shoot on every bit of wall until something happens, but once it gets going the action is decent. You get loads of rockets. Ends with a miniature town that feels like part of another level.

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Unknown date

  
My new email address is michael.slama@ptk.org Mike Slama

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  • File Reviews

    • By bemused · Posted
      This is clearly the most groundbreaking, exciting release of the decade. Forget your megawads, this is where its at. Wonderful, delightful, sublime, glorious... all words that dont even come close to expressing just how great this wad is.
    • 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.
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