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E1L1KP.WAD

   (9 reviews)
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About This File

E1L1KP.WAD is a brand new level for all you doom addicts who are tired of looking at the same old ones, or seeing the same maps with only different objects, wall textures, etc. It can be used in both normal play mode an in DEATHMATCH mode. It's a 'small' level - about 100 vertexes, and a similar number of linedefs, but only 9 sectors. It isn't very complicated, but it should be fun to play, and it provides a good example of what can be created using deu5.0


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Unknown date

  
This level is pointless to the extreme, just an angled room with hexagonal walls and a secret that does not register as a secret in the corners. A fake exit switch leads to a room with some monsters then the map is over. This is useless in both single player and multi player. The same texture is used thoughout the entire map and only the exit switch looks different. This is garbage and you should avoid it, made in 1994 or not I do not care, unless it was made for testing there is no excuse 0/5.

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Guest

Unknown date

  
The pain! Oh, the pain! --0/5

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Guest

Unknown date

  
A very early level, although not as early as id=11, which seems to be the earliest one ever (coded by hand!). This is a hexagonal room with hexagonal pillars, and a corridor leading off with the boss monster being a baron of helen, plus some cacodemons. It's too simple to have texture errors and it amused me for about a minute, because there's lots of action in its one room. More deathmatch than single-player (although bland).

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Unknown date

  
I tried this level simply because it seems to have the earliest date of all the levels in the archive in its textfile. Well, there's not much to say...it sucks :-) What can you expect?

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  • File Reviews

    • By JudgeDeadd · Posted
      Points for the complex architecture and the hilarious Engrish cutscenes. On the other hand, the levels look quite dull, and running around looking for keys gets boring quick. I didn't find it very fun.
    • By JudgeDeadd · Posted
      The original "Living End" is one of the most interesting, high-concept maps in Doom II; this remake, while not overtly original, manages to recapture the original climate and gives an interesting reinterpretation. The ammo and health are carefully balanced, just enough to make the level playable but also make the player feel unsafe and oppressed. Recommended.
    • By MuratMikal · Posted
      My comments are regarded to these maps and the rest of the 8 maps found here = https://www.doomworld.com/files/file/18251-zdmp2014/
      I've played all maps on UV. The big majority of the maps are good, but some really stood out. Maps made by Dhu Man Yhu, Walter Confalonieri, sincity2100, Jaws in Space, FireSeraphim, Eradrop and Toxie Rocks are really nice, worth downloading just to play these. All the other maps are fine with exception of 3: BloodyAcid (couldn't play due to lag), Dobu Garu Maru (too long and confusing) and Obsidian (a puzzle map - not my cup of tea).
    • By Gokuma · Posted
      Not five stars compared to modern maps.  Despite the late submission year, this wad dates back to May 29th, 1994.   I got it on an add-on CD in 1995.   Five Stars for its time to bump up the average as this was one of my favorite classic wads of its time... So much so I messed around adding scripting with more switches to manipulate a spawn number by its digits and spawn whatever there's a number for.   And here are those scripts for seven different switches to execute, though I recommend limiting selectible numbers.   And you could do something more involved like summon groups of monsters and implement the thing hate command to make them fight. #include "zcommon.acs" int haha; SCRIPT 20 OPEN     {     haha = 154;     }          SCRIPT 23 (void)     {     haha+=1;     printbold (d:haha);     }      SCRIPT 22 (void)     {     haha+=10;     printbold (d:haha);     } SCRIPT 21 (void)     {     haha+=100;     printbold (d:haha);     } SCRIPT 26 (void)     {     haha-=1;     printbold (d:haha);     } SCRIPT 25 (void)     {     haha-=10;     printbold (d:haha);     }      SCRIPT 24 (void)     {     haha-=100;     printbold (d:haha);     } SCRIPT 27 (void)     {     printbold (d:haha);     Thing_Spawn (random(3,6), haha, 0, 7);         }
    • By JudgeDeadd · Posted
      A cool ZDoom mapset with well-balanced new monsters, good music, and of course the star of the show: the new arsenal. I'm not the fan of the difficulty at some spots (did I miss something in map04 or is it meant to be an ammo-starved slog?) but when you've got the full arsenal at your disposal, the gameplay becomes really fun.
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