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dickie02.WAD, issue 2.

   (11 reviews)
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About This File

Issue 1 Although this is my second release, its the first wad that I completed to my satisfaction. Went back to it recently and added a few lighting effects. I also pinched the sky from "plutonia" to give a 'bright & breezy' feel.

This level is 214kb when unzipped.

(Issue 2) Many thanks to those who e-mailed me ref Issue 1. This issue has removed that terrible bug at the start (how annoying). I have also changed the sky - less garish than before.


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I Drink Lava

  

The second map in the dickie series is a pretty standard 90s map, starting with a dark, E4-esque maze before continuing on to some basic fights. Nothing really stands out as exceptional, though I will say that it's annoying you have to leap for the SSG and then backtrack all the way to the teleporter for the blue key card. Was that really necessary?

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Unknown date

  
This is from 1998. I haven't played any of the others in the series. This one gets off to a poor start, with a dark cavern maze that sickens me. It improves considerable when you get outdoors, and continues to get better as it goes along. It's done in a Doom II style, which is unusual, as most levels seem to be inspired by Doom I. Nice balance of health, ammo, and monsters, bit too many "chaingunner balconies". Becomes very good by the end.

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Unknown date

  
Although technically not as good as later entries in the series, dickie2 has a special kind of atmosphere, which makes it one of my favorites. This map was released in 1998, but it has that old-school 1995 feel, without having the shortcomings of those old maps.

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Unknown date

  
Probably two levels here, which are mechanically linked together with blue door as border. In both are too blended texture selection on my taste - cave, metal, wood, redbrick etc. Don't look as wad by famous mapper either (but little better than dickie01). Early ssg grab is quite annoyingly tricky, because you shall need to skip twice two barons on a narrow ledge. *** /hth

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  • File Reviews

    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
    • By Walter confetti · Posted
      A basic and nice looking showroom type of map where monsters are trapped inside glass prisons, no exit and no way to play this with any modern source Port like DSDA-Doom and GZDoom, but works really well in Crispy Doom. It was a pleasant experience.
    • By Walter confetti · Posted
      Conceptually not bad, it's a pretty imposing tower with some decent lighting, but no ammo at all despite having the guns and a VERY obscure way to rise up the floor in the lava pit? That's a big downer. But overall, it's ok.
    • By eanasir · Posted
      Well, the map is pretty basic. The map is quite challenging, with there being 0 ammo pickups (excluding the backpack) outside of the starting room. There are also nazis for some reason. I will give it 2 stars only because this really wasn't meant to be played to be enjoyed, but rather just a example of how to build a map in DEU.
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