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Dachronix [Prounounced "Dah KROH NiX"]

   (8 reviews)
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Total Number of Nodes: 1957 Total number of tags assigned: 94 Final File Size: 451,502 bytes


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Guest

Unknown date

  
Author was a bit too picky with health kits, and only provides stimpacks here and there, no medkits.

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Guest

Unknown date

  
A very good map from '97 that's worth your time. It's very balanced and has a nice sense of progression. Everything after the yellow key door was awful, though. 4/5

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Guest

Unknown date

  
A much overlooked gem. The typical argument of most people would be that this level could have looked better. I, however, enjoyed myself. ~vf

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TimeOfDeath

Unknown date

  
cool map

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Guest

Unknown date

  
The design is top-notch, with good ammo balance, clever progression, cool traps, and a nicely adjusted difficulty. The ending is a little over the top compared to the rest of the map, in my opinion, but this is a minor flaw. Author Anthony Soto has also contributed to major projects such as the Classic Episode and Alien Vendetta. Officially no secrets in this one, even though e.g. the blue armor room and the soulsphere room could easily be considered such. Highly recommended. --5/5

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Memfis

Unknown date

  
This map is very impressive and it makes me jealous as a mapper. Man I wish a was this creative! Anthony doesn't copy anyone, he keeps coming up with new designs over and over again. And it's pretty fun to play too! Amazing.

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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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