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Hell

   (1 review)
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About This File

Let's face it, you've seen every story throughout the DooMing land, and you think you'll never face something exciting until HeXeN or Quake gets into your hands! Either way, you, B.J. Blazkowicz, are about to be put on Honorable Discharge for a job well done in Hell, as well as on Earth! You deserve the rest, but there was a slight oversight in the military's plans. After you clobbered the demons in all the places you have been, you start asking questions, such as how they are still coming, if they are all dead. You know that dead beings can not just get up and start wreaking havoc once again. The leader of the UAC team found the answer: "It seems we missed a major terminal which demons get to Earth. We THINK that this is the last one, and it's a hell of a big place too! We will continue looking into this forsaken area to make sure all of their bases are wiped out." You teleport to a small wooden room where a Trooper greets you with lead. You go to the window behind you and break it, to get your armor and continue on....


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Unknown date

  
The beginning is so good -- "Hmmm, now how do I last 60 seconds past the start time?" -- that the climax seems kind of a letdown by comparison. Still a groovy Fiffy adventure, with most of his trademarks in evidence.

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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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