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W7.WAD

   (6 reviews)
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2 levels for Doom2.


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Zahid

  
highly atmospheric and modern looking...gameplay isn't hard but tricky...very nice effort for 96's..secret in first map seems useless though and catwalks along confusing progression is in map 2 upsets me but admirable stuff overall...

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Guest

Unknown date

  
It's fucking hard! Based on pulp fiction, huh? Well, I guess this is pulp fiction enough. ~3/5

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lupinx-Kassman

Unknown date

  
Please ignore the first two reviews, these maps are actually pretty good (maybe even above average for 96). You would have to be pretty reckless to get killed, since you get more than enough space, health, and firepower to take out all the opposition. The only tricky part in the maps is perhaps the beginning of map01, in which you can be quietly ambushed by lost souls, but once you recognize the trap, it is easy to avoid. Recommended!

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Guest

Unknown date

  
As the first guy wrote, this is in the CRAP category and should only be played if you want to see what crap looks like. Yet the author put a strange amount of effort into the architecture of the levels, suggesting it was a major effort. Learn by focusing on the following: (1) Do not make the levels annoying or confusing, (2) make the levels fun, with a good pace to it, and (3) give the levels proper rythem (eg. easy monsters 1st). -- 2 Stars.

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Guest

Unknown date

  
it sucks its got crappy gameplay and it ia anoying as hell

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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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