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go to hell

   (9 reviews)
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1 level WAD.


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Guest

Unknown date

  
Nice level but the end is a little funny. 4/16/07

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Guest

Unknown date

  
Quite nice indeed, especially considering its age.

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Unknown date

  
This is good fun. The name is a bit misleading - there are no hellish parts at all, it's actually a large techbase that looks like one of the early Quake II levels. The design is simple and open-plan, with a good-looking "final battle" arena, although you can just run past the last few baddies and flick the exit switch. The only flaw is that there's a lot of health and rocket ammo, and it's not very hard even in UV.

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Unknown date

  
looks good, but not great (too many copypasted elements), and here is no hell (except sky3). quakish sounds are out of place. gameplay is exactly linear, difficulty is low even on UV. contains no special boom actions, so certainly playable under doom+ or prboom with complevel 2. *** /hth

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Unknown date

  
It reminded me of ahellday.wad from the same author. Maybe this wad is an earlier stage in the Q2 style, wide open base level conception.. That other wad is more detailed and plays better, though this is a fun wad also. So if you like this level, ahellday.wad is recommended :) 5/4

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Unknown date

  
Looks great and plays well.

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  • File Reviews

    • By Meril · Posted
      Another abomination in doom mapping. It's crap even in crap category.
    • By Meril · Posted
      Ugly, rectangular, not enough ammo. In one word: CRAP
    • By Meril · Posted
      Sound replacement is terrible. Sounds are very annoying. Level also is ugly. Only thing I like is sprites replacement. Kicking nazi asses is same as good like demons ones ;)
    • 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
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