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ALPHA 1 Trilogy - consisting of: ALPHA1.WAD, OOZI.WAD, ORIGIN.WAD

   (6 reviews)
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About This File

3 fairly large levels for Doom II (tested on 1.666) following the style of the original Doom II levels. Some original (I hope) design concepts, but generally nothing real wierd or exotic. And, of course, lots of things to kill. You will need to be an experienced player, but CHEATING IS NOT NECESSARY! All beta testers could finish all 3 levels without cheat codes. Also, while intended to be played as a sequence, they were beta tested and successfully played individually (without the power-ups from previous levels). Needless to say it's a little more challenging that way.


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Guest

Unknown date

  
Average

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Guest

Unknown date

  
Three large maps dated May '97 - Feb '98, saved as separate files (although they're still Map01, Map02, Map03). I liked 'em; it feels as if the designer was on mescaline, because the levels are intricate and go on and on and on, with lots of baddies, but I like that style. Alpha1 was my favourite, an expansive techbase; Origin is very cramped and gets tiring. The original version of Oozi came out in 1994 and is id=304.

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Guest

Unknown date

  
I recommend trying origin.wad, the others r just 2 huges common maps - PerOxyd

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TimeOfDeath

Unknown date

  
fuckin awesome maps - I loaded all three together

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Guest

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5/5 Three great, long (but not tedious) maps filled with excellently placed monsters. Ammo and health are tightly controlled on UV. Alpha 1 has a few memorable sequences, like the first shot fired in the base courtyard, and Oozi has a nice subterranean feel going, but the mapping of Origin left me speechless. A phenomenally designed pipe corridor, an excellent canyon, some E4 style areas, ending in a particularly memorable finale. - KMX E XII

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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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