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dickie04.WAD, issue 1.

   (5 reviews)
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About This File

I lost the plot slightly when working on this level and it has ended up as a bit of a mish-mash: two wads merged into one. However, I've spent too much time on it to throw it away. There are some nice exchanges to keep you amused.

Also, when you get to the 'reactor' area, try to resist shooting the archviles. Just for fun, I've added a much more satisfying way of killing the little buggers as you will find out...

This map is 277kb when unzipped.


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Unknown date

  
Note: I had an accident. I ment to give Dick2 only 3/5. Also, this is really only 3.5/5.

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Unknown date

  
This is an early level from Richard Wiles, who recently did the excellent "Monolith" series. This map is also very good. It's a well-designed techbase/reactor/mou ntain with a steady lot of action and a non-linear layout. Emphasises gameplay over looks. Much easier than the readme suggests - you can chaingun snipe a lot of the baddies in relative safety. Gets a bit wandery at times (many locations look the same). Still very good, though.

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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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