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DELTA 1

   (3 reviews)
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About This File

This level was intended to be a house that I've been to on the Delta..hint hint, the name. After a while I decided to update some of it's surroundings for Deathmatch play! After many hours, I have finally come up with this new version of Delta1.wad! It's rather primative in design but it sure as hell is fun!


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Guest

Unknown date

  
This looks like it was intended for DM, since there are only three demons and a Cyberdemon here in SP. There's not much to say, mostly because there's not much to it. The action is set in and around a small house, with a small garden, a waterfront, and some trees. The map doesn't look terribly bad, but I doubt it would be much fun. Oh, and there are also several places where you can get stuck (the author states in the .txt that this was intentional...). Skip it. --2/5

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Doomkid

Unknown date

  
I only found this because the creator also calls himself Doom Kid. Here you'll find exactly what you'd expect from an unknown 1997 map - Horrible texture aligntment, textures which should be unpegged but arent, a few boring rooms.. This is a deathmatch map with no flow to speak of and of course, the obligitory Cyberdemon. As the previous review mentions, there's areas where you can get stuck that would totally ruin any chance of a decent DM. 2/5... Not vomit, but not really worth existing.

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  • 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.
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