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run buddy

   (28 reviews)
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1 level WAD.


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NuMetalManiak

  

this is a big ass map. a lot of space to run around in makes it quite fun, but those hitscanners need to fuck off. despite its large size this level was certainly optimized for speedy play.

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JudgeDeadd

  

A lot of parts are more annoying than fun, mostly when you find yourself attacked by imps/cacodemons/arachnotrons which pose no real threat but need to be picked off one by one in the vast areas. The ubiquitous hitscanners account for a lot of the map's difficulty, because of the way they can easily whittle down your health if you're careless, but overall there's not much in the way of interesting challenges here; at least the Cyberdemon battles are good, though. I don't think this map has aged very well.

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Unknown date

  
Pretty good if you do what it says. There's so much ammo and health that it is quite easy to run around killing everything without having to worry to much about being caught out. Can be a bit confusing at times but it took me about 45 mins on first attempt. There is also some nice large scale architecture later on.

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Unknown date

  
Pure Awesomeness.

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Guest

Unknown date

  
The Quake sound effects help make this more shitty. It looks as if this map was made on 128 grid. Large open rooms with no detail at all connected toghter to form a big nothing. I did not enjoy this at all. 8/21/07

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Unknown date

  
Severely regular layout and pedestrian gameplay. Beautiful sky though. Couldn't be bothered to stay alive. 3/5 - cjwright79

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Guest

Unknown date

  
Epic map!

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Guest

Unknown date

  
A great romp in '98, but be warned that this wad really hasn't aged well. The wad's main attraction is the novelty of the architecture, but it mostly looks bland when set beside many of the wads created in the year(s) after it. The gameplay doesn't compensate and substituting Quake sounds for Doom sounds was a stroke of madness. Likely done due to the popularity of Quake in '98, today it's just an incongruous misuse of resources. However, the map is fun to rocket jump through in co-op.

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Unknown date

  
This is an action-packed map. It's all playing in a giant ambience, with wide halls and places. I was feeling really small here. The architecture is quite rough and underdetailed and overall it reminded me of "A big job" by the same author. 3.5/5 -Milian

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Unknown date

  
At first this seems like some newb couldn't get the scale right, but I guess those were the times, and it does give the map an epic feel. Plays well with -fast, but even then the final battle was surprisingly tame. 4*

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Unknown date

  
pretty flippin sweet. i liked the scale of it. a great romp. 5/5 NT

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Unknown date

  
This is a minor classic from the early days of the source port era. It's large, a bit empty by modern standards, but still great fun, with loads of monsters. You get loads of rockets to deal with them. The level is pleasingly huge, with a real sense of scale, and best of all it keeps coming; you think it's finished, and then there's more, including a giant final arena. The only thing that really lets it down are the Quake sound effects.

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Unknown date

  
This level is huge, epic, and awesome. It takes a while to beat, and you'll love every minute of it. Gets tight on ammo if your not careful near the middle. Lupinx-Kassman 5 stars

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Unknown date

  
Good fun, large scale map. Feels like the interior of a large industrial area.

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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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