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The God`s Trial.

   (11 reviews)
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THE BEST DOOM PWAD-LEVELS NEVER BUILT FOR THIS GAME.


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Guest

Unknown date

  
not to bad worth a play or two

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Guest

Unknown date

  
sometimes bizzare looking, sometimes bad planned, but nevertheless intersting maps. uv is possible on all maps from scratch, but maybe too rough. also, it was one of the first pwads I played back in '98 - so **** /hth

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Guest

Unknown date

  
Jordi dedicate a vender churros con exile

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Guest

Unknown date

  
Not so good mapset. Map layout is often quite rectangular, texture use is quite spare but consistent, decoration is mostly not interesting. Gameplay @ UV is imho simple, very repeatable, too easy and boring. Most of the secrets are hidden in a wall without any sign, which is considered as bad design. All 6 levels look like clones, so afther playing the first you've seen them all. 1.5 + 1 for the effort + 0.5 because '97 = small 3/5.

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Guest

Unknown date

  
UV is also possible on map6. And if you play careful and use the secrets(bfg,berserk early on) it's not even though. In those 3 levels there are challenging areas but the secrets will give plenty health, armor and firepower. In the so called possible levels you're overpowered. They looked rather nice too and the design is interesting. 4/5 coldfusio

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Guest

Unknown date

  
great levels

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TimeOfDeath

Unknown date

  
fun '97 maps

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Guest

Unknown date

  
Quite interesting maps. UV is certainly not impossible on maps 1 and 3; haven't tried 6 yet.

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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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