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ROGUES, version 1.70 (former Small70.wad)

   (1 review)
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I started this level with a small room and it grew and grew. I always kept in mind that this level should be nice for every skill and for multiplayer also. Especially deathmatch player like it because of its places to shoot somebody from behind and the big duel zone.


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This is from September 1994. There's a sequel at id=2651. It's so-so. The monster count is relatively high, and there's a lot of action, but the layout is very bland and undetailed, a typical early grey techbase with a dash of crate maze and sewer. It's relatively easy to get stuck getting the rocket launcher, and the baddies are almost all imps and shotgun men, which is monotonous. Layout reminded me of Map05: The Waste Tunnels for some reason.

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  • File Reviews

    • By Walter confetti · Posted
      Is pretty funny killing hordes of cyberdemons with a toy spoon... Try It!  
    • By kmxexii · Posted
      Do not play this in ZDoom-family ports. An incompatibility with Boom breaks progression in MAP01. There is a cool effect where a tech column barrier blocking the way to the red key basement is "disappeared" by what I believe is a short-lived scrolling floor effect; this should happen after handling the Hell knight teleporter chamber in the northeastern wing that comes off the main yard. I verified the correct behavior in Eternity after banging my head on the wall for at least a half hour if not longer; this is probably the source of the frustration felt in the comment dated 3/27/07 and the anonymous comment where the player knows where the red key is but can't access it.
    • By Bryan T · Posted
      This was fun.  Map19 was the highlight.  Map02 sucked balls.
    • By Rimantas · Posted
      I think it's made not for playing because it's unplayable.
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