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Eternal Khaos Deathmatch Levels v1.1

   (3 reviews)
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About This File

10 deathmatch levels made by myself compiled into one WAD with new sfx and gfx. All primarily designed for 3 - 4 player deathmatches, some maybe suitable for head-to-head.

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Nice small frantic layouts with graphics typical of a deathmatch wad from this area (nice font to boot) and (mostly) delightfully cheesy music. I particularly like the atmosphere in map09 with the lighting and music selection.

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Unknown date

While the levels are quite good, it wins the all time #1 award for worst music selection. I can't imagine what it would be like actually playing deathmatch on these levels with this cheesy music in the background.

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Unknown date

Who, in their right mind, listens to the music when playing DOOM? It detracts from the game... The first thing I do is turn off / delete any music, then I can 'get into' the game properly. The levels are fairly average for the era. 3/5

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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.