Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

rr levels release 01 as rrd201.zip

   (4 reviews)
Sign in to follow this  

Guest

About This File

Six new levels from scratch PLUS a level from the outline presented in the book "Tricks of the Doom Programming Gurus".

I have tried to create a blend of technical design, game play, and interesting challenges. The balance point of difficulty and power-ups was meant to make the levels playable. It is possible to play even on difficulty level "Hurt me plenty" without the codes -- but you either have to know what's coming up next or save a lot.

I have never played co-op or deathmatch -- from the pwads I have seen -- these will probably not be very good for either application. They were originally intended to be played as individual levels -- so if they are played in sequence you may notice an overabundance of power-ups, weapons, and ammo -- but that should not be a problem -- just pick up enough of what you need to make it interesting. (HECK, THE MONSTERS NEVER RUN OUT OF AMMO!)

It will run on Doom2 1.666 or 1.9. Not for the inexperienced player -- you need to know the tricks of Doom play, how to use the map, and (maybe -- wimp) the cheat codes.

Since it is a straight patch wad replacement there is no "installation" required. Just un-zip the file, then copy to your doom directory and type:

doom2 -file rrd201.wad


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

NuMetalManiak

  
this was terrifying to play because the linedef triggers on the maps were all over the place. some stupide Wolfenstein-like mazes were in it too.

Share this review


Link to review
Guest

  
Confusing erratic teleports just scrape the surface. Messy all over and barely acceptable at best if you're really, really bored and it's the last wad on earth.

Share this review


Link to review
Guest

  
Confusing erratic teleports just scrape the surface. Messy all over and barely acceptable at best if you're really, really bored and it's the last wad on earth.

Share this review


Link to review
Guest

Unknown date

  
fuckin cool '96 puzzle/trick maps, a couple bugs though

Share this review


Link to review
  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
×