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Mount Doom

   (4 reviews)
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About This File

You must start from the bottom of the volcanic mountain and then trew it to get to top, where the exit is.


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Guest

Unknown date

  
Pretty good! The end should be a baron of hell aswell.

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Guest

Unknown date

  
The blue key secret was ridiculous, if you have to get there to progress through the level then don't make it a secret, also there was some bugs with the yellow key door. Very easy and linear but OK for when it was made I suppose

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Unknown date

  
A decent level that feels like the first part of a megawad; it's basically a winding corridor up through a quarry, leading to a final battle against some SS men, imps, former humans etc. Barely any Doom II features, very little challenge, a naff bit with a secret blue key, very short. Needed to be twice as long with more and tougher tough monsters.

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Unknown date

  
desint wad cood have used more monsters tho 3/5

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  • File Reviews

    • 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.
    • By Nems · Posted
      Aside from a couple of stinkers (I'm looking at you, maps 20 and 33), this was a pretty fun and challenging map set to play through. For the time limit imposed in order to make these maps, they're of pretty nice quality, I think. While I wasn't the biggest fan of the (in my opinion) overusage of Arch-Viles and Revenants, it was still a fair challenge.
    • 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.
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