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GATES.WAD

   (12 reviews)
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About This File

You were sitting down, in your home, just recovering from the battle you had with the Spider Mastermind at the end of Doom I. Suddenly, the lights in your room starting flashing. The TV screen was covered with static noise, and you could hear electricity sparking all over you. There was a green flash, and you appeared back on the moon. You stand there amazed, thinking that you had destroyed everything on your last visit. You'd heard tales of this place from your friends that lay before you, dead. If only you believed what they said, then perhaps you could have saved them. Too late now, but don't leave all this for someone else to clean up, you must do it NOW.


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Zalewa

  
Cool level with a very oldschool feel (no wonder, it was made in 1997). Difficulty level is auto-pilot with all the blue armors and supercharges lying all around the map. The amount of detail is what you'd expect from Doom 1 IWAD, which is not bad. The action is non-stop and you don't stop moving forward. The layout is non-linear with some rooms that are completely optional. Doesn't deserve 4*, but still a pretty good map.

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Sui Generis

  
This is quite a sprawling, slow-burning techbase with marble and wood elements. It has varied and interesting areas that interlink nicely, but it is non-linear and populated mainly with low-level monsters, with oodles of ammo and several soulspheres and megaarmours. The non-linearity seems to be the kind that makes much of the map optional - I came to the exit having only seen 2 3rds of it. It’s very leisurely and sedate which is ok for a sunday. It is meh for the time but as the author was 14 I add a star

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Unknown date

  
This is dated April 1997. It's not bad, but feels very basic and old-fashioned even for 1997. You fight almost 200 monsters in a sort of techbase / medieval castle. There are lots of E1 design elements, and the layout has a good non-linear feel once it gets going, but unfortunately this is its downfall; after a compact beginning it turns into a large random-feeling sprawl, and you get more ammo than you can fire. 38 secrets, of which 27 are inaccessible.

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Unknown date

  
Somewhat large E2-ish level, comparable to some of Id's own. Has a few flaws, namely a few small visual flaws and an excess of ammo. Otherwise fairly good.

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Unknown date

  
2/5

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  • File Reviews

    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
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