Kmetl Series

   (4 reviews)
Sign in to follow this  
Followers 0

Author

Kurt Kesler

About This File

Kmetl_9 is a Shotgun/Chaingun/Rockets level. Yes, you do NEED the Rockets!

Credits

id-software, anyone who still plays DOOM!

Base

New level from scratch

Build Time

A while.

Editors Used

Wauthor, Wintex4.3, Lview Pro

Bugs

None known, but there is an area that is huge, may have slow frame rate on computers less than mine, a 486 vesa local bus with an Intel Pentium 83mhz, its just barely jerky. Run it in Real-Mode Dos for more speed.




User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now

Unknown date

  • 5
  
This is great fun - a techbase / castle level with loads of baddies packed into a fairly small space. It feels like two levels joined together, firstly a compact Quake-style computer base, and then a more expansive castle. The gameplay is fairly easy, because you have loads of rockets, but the action is non-stop. The castle section in particular has a relentless quality that sets it apart. The design is fairly plain, but it's great fun to play.

Share this review


Link to review

Unknown date

  • 5
  
fun map

Share this review


Link to review

Unknown date

  • 5
  
now this is my definishin of AWSOME! this is probibly my favrit level out of the wads kurt has made play it and see foryourself 5/5

Share this review


Link to review
  • File Reviews

    • By Nems · Posted
      I personally liked this over part 1 of 10 Sectors, which I previously reviewed. There isn't the technical mishaps found in the first installment so that immediately makes me happy. There are a few levels which have wonky progression but they aren't nearly as bad as what was found in the first installment either. This one feels a lot more polished than the last entry and as such I'd recommend it over part 1.
    • By Nems · Posted
      I see the phrase "mixed bag" a lot when it comes to describing a lot of megaWADs. Hell, I've probably used the term a few times myself. However, I try to reserve it for when it truly is such.   This megaWAD is really one of those cases. For every good map in this megaWAD, there's one or two that just absolutely take the piss. If it isn't some kind of technical fuckery that can make some maps unbeatable and force you to start all over again, it's maps that well overstay their welcome with some of the most wonky and convoluted progression I've encountered. A big "fuck you" goes to map 21 for devolving into a switch hunting clusterfuck if you're trying to play the damn thing correctly. Otherwise, do like I did, say "fuck it", and jump across the gap to the exit door instead of finding all of the switches to raise the floor high enough to go across.   It's certainly possible to play through the entire thing and beat it. How much you'll want to will depend on how forgiving you are when it comes to the stuff I pointed out in my last paragraph. I guess play this to see what mappers can do with ten sectors and then decide for yourself if it's something you'll want to come back to.   I know I'll come back to this but it'll be a while, at least until the bad taste of map 21 goes away.
    • By Zalewa · Posted
      I believe this pack sets a new standard for this series - this is the best one with all maps pulling through. Maybe I wasn't fond of the endless "Living End" tributes, but the maps are nicely twisted to not feel like a repetition of the old map.   Some maps can be lengthy, but the entire pack shouldn't take an hour to beat. Difficulty is moderate.
    • By trrobin · Posted
      Excellent re-imagining of Doom II's last episode. Some levels are noticeably close to their originals but with so much more detail and depth to them. I thought the gameplay was really good too. Amazing all around.
    • By xvertigox · Posted
      The map description states that Haruko tried to express his depressive feelings through the texturing and that came through. The dim lighting and midi went a long way in helping it to sell the depressive feeling.   The geometry was solid with some particularly nice detailing here and there but the actual layout was really good. The central hub worked well with keeping you on track.   The monster placement was on point and led to interesting fights - particularly the ones involving archviles. I really found the difficulty to be just about perfect on UV.   The crescendo at the end worked very well where it was tough but understandable and beatable. At first it's a chaotic mess of monsters, archviles and an Icon of Sin but as you work your way through the madness it starts to make sense.   It takes care and attention to try to express something as abstract as an emotion (other than rage) through Doom wads and I think Greymood did that with the gameplay to back it up. I'd be interested to hear from Haruko if any particular set-piece or element was representative of anything.