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Test 2 Kill (Saten's Training Grounds)

   (13 reviews)
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About This File

Your orders are to infiltrate and destroy Saten's inner-city training fortress. All of Saten's forces are trained here.

As you make your way from the watch tower to each building you will not only encounter some training in progress but might actually find yourself going through some of Saten's tests.

Keep a watchful eye for the exit code. You need it to exit alive!!

Remember that things are not always what they seem and if a situation seems calm then you're in for a big suprise.

Lights Off! Volume Up! and May God be with you!!


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Zahid

  
very nice for 94's era

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SonicandTails58

Unknown date

  
Wow. This was really good. I'd definitely play it again. The mazes were intricate and complex, and the Jeopardy! scene actually made me giggle a bit. 4/5

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Guest

Unknown date

  
Now I understand those mockery wads; this is awful. It starts off with a maze, and then there's a maze. The author is very proud of a trick he has whereby the wall textures look like monsters; it appears in the other single-player map in this archive. Along the way there's a naked woman - you can see her minge.

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Guest

Unknown date

  
This is not bad at all, and any "maze" isn't large enough to be annoying. Worth playing, and has some fun ideas and features. The previous reviewer must have got out of bed on the wrong side this morning, or something.

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  • File Reviews

    • 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
    • By Meril · Posted
      For 1995 design is ok. But is VERY short. 3 min in slow pace.  Map is easy af.
    • By Meril · Posted
      Square rooms, no details, ugly. Secrets aren't flagged as secret. Only for crappy-wad-lovers.
    • By Meril · Posted
      For 1995, not bad. Some ideas, are really cool, but they're mixed with dumb things. Texture misalignments are common. Overall I had nice time with this.
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