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Attack!

   (4 reviews)
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About This File

For years, scientists have played around with teleports and such, but now, one scientist, considered to be insane, has made what we thought was mad. He found a gateway between time, a "Time Slip". This allows you to travel back in time, and then come back to where you began, walk into the time slip chamber, press the button, and ZAP! you're back in the present. One problem. The teleports, as you may know, (if you read readme.exe in Doom) have unleashed some of the most hideous creatures ever. Those cannibal mutations are getting through the teleport statios, and entering the "Time Slips". Since then people have been disappearing rapidly. So has some shops and buildings. The Demons must be killing people in the past, which is effecting the future. A Marine, like you, is sent to spy on the enemies. He was killed and hung by a chain, as his last words were: "You b*st*rds! [click click] What? [more clicking] Oh sh*t! My gun...get away from me with that!! [clanking of chains and choking noises] Please!" [transmission cut] That spy was useful, though, he told that they had a whole castle under control. They've put up glass windows to check on the prison cells without trouble. They've through of everything. Except for the fact that someone can get to them through the time slip. You are sent through the time slip, and are to destroy these hellspawns. Your main task is: Attack! (See end of Text for Mission 2 story)


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Guest

  
I get stuck ._.

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mrthejoshmon

Unknown date

  
w00t, this is bad

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Guest

Unknown date

  
July 1996 was quite late for a Doom-only level, so you think that this would be a pinnacle of slickness. But it's not. Its miseries are numberful, but there's a cramped layout, a stuck imp quite near the beginning, missing textures, bits that don't work etc, to start with.

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Guest

Unknown date

  
lol @ plot.

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  • File Reviews

    • By SeanLeal · Posted
      Dear Doomkid,

      I was involved in the design and play-test of each of these levels. Please know these were created from *scratch* and we spent our time making sure the levels were as playable as possible. We were not terribly focused on texturing, other than to give players positional awareness in different parts of each arena.

      Map 6 -- Offices of Death -- Was intentionally designed to be as accurate a representation of the office we worked in as possible. Admittedly, playability was taken as a second priority. We did manage to create working "elevators" and "stairs" to give the illusion you were going up and down floors. I was pretty happy with how we did.

      Considering it was 1996, and no way to simply "Google" different ideas. Your best bet at the time was to jump onto the Usenet and hope you could find a decent board with active members. Other than that, it was pretty much all self-taught.

      I'm glad you enjoyed the other levels. Yes, they are old-school, big arena, style. We spent a LOT of time trying to make sure they were as balanced as possible, with escape routes, and required risks for rewards.
    • By Summer Deep · Posted
      Excellent stuff for the mid-1990s. Lots of action, good layouts, pretty challenging on UV.    9/10
    • 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.
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