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DKSHRINE.WAD

   (4 reviews)
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About This File

Industrial Building type levels, however some are dark and gloomy.

* DESIGNED FOR SINGLE PLAYER AND CO-OP *


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Map 01 is so terrible (large empty rooms with dozens of easy monsters; you have to kill 200+ of them with pea shooter and shotgun; you get a yellow key and find nothing behind that door), tedious and ugly, and the second map startet exactly the same way, so I gave up instantly. Maybe later maps are better but it's a pain to get there. 1/5

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Unknown date

  
20 large maps from '96 with basic design. The maps get better as you progress. Keep your weapons after you exit each map. SSG appears in map02 and the power weapons shortly after. A couple deadly bugs here and there. I thought it was pretty darn fun.

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Unknown date

  
i didnt think it was nearly as awful as the first review made it out to be

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Unknown date

  
A tedious early collection of levels. I played the first two and then skipped to level ten and then gave up because it was that dull; level ten starts with a boring brown maze and that made my patient snap. It's mostly a mixture of mazes (boring), large open featureless brightly-lit rooms with shotgun blokes (boring), and I don't doubt the author's claim to have started it in October 1994. Textures splattered randomly all over the place.

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • 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
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