Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

JPZOO21.WAD 1.0

   (5 reviews)
Sign in to follow this  

Guest

About This File

Welcome to the Zoo. In the "Too Young" skill, I finished the level in 25 minutes (no die, one save). The most difficult thing is to found my face in a texture and the word written on it (Windows Wingdings font coded). Every next level will contains a new word. Putting all the words together makes a sentence about hope ;-) You can exit this level without founding the face (!) Warning: A second face (beta tester) is present, but no word on it.

E-mail me the word you founded and how (not with an editor!). I'll E-mail to the first five players the next level (today under construction).

E-mail bugs and suggestions.

I hope you'll enjoy...


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sui Generis

  
Pretty meh '94 level with ugly texturing and gameplay hamstrung by poor, often obscure progression. The individual rooms tend to be quite varied and interesting, but they are poorly connected; often with just narrow corridors; so navigating the map is a pain. Worse still, it's at times unclear where to go. There is a reasonably high monster count though so at least it's not a 5 minute throw away. It’s better than some 94 wads, but the flow and progression are flawed and the texturing is bad. Average overall

Share this review


Link to review
Guest

Unknown date

  
The author certainly tried, but it's still not great. Nevertheless, there's worse 1994 levels than this.

Share this review


Link to review
  • 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.
×