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Pigman's Deathmatch series

   (3 reviews)
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3 small levels with lots of neat tricks for DM

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I was very impressed by this WAD. With MAP01, I really liked the design of it. It has curves and lots of fun height variation - in fact, all of these maps do. Unfortunately, MAP01 is very cramped, and combined with the curved architecture, you're going to be catching a lot. MAP02 is quite similar, but much more simple, flowing and more open. It's actually great, but... it's also very GRAY. Finally, MAP03 was the standout. Great detailing, great gameplay, and fun design. Check it out!

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Unknown date

Three small and good deathmatch levels. Map01 is a medieval castle with lots of nooks - it's a bit cramped, but it feels like a LEGO castle and I like that. Map02 is a simpler, more spacious variation of Map01. Map03 is a Middle Eastern-style castle; much smaller than the other two maps, but with a nice flow.

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Unknown date

Pigman's DM maps are really fun, you can find more on the archive. I reccomend it.

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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.