Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Magwa's Red Dream

   (6 reviews)
Sign in to follow this  

Guest

About This File

Your dreaming, you know you are, you can wake up anytime. There is no sense in wasteing a good dream so why not kill a few baddies. This dream world is a red hellish nightmare. Monsters are everywhere. Your taking hits and... wait, your not supposed to feel pain in a dream! Frantically you try to wake up and realizing this is no dream, but how did you get here? No time to think, get to some place safe then figure out how to get out of here.......


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Guest

Unknown date

  
I enjoyed this one a lot, yes it is a large map as the other reviewers have stated but the enemy placement is great. And the ammo is placed in generous helpings while the exploration is top notch. The texturing was quite possibly the only flaw I could find in that it seemed disjointed, but I suppose this helps to make it more "dream-like". I also think this deserves at least 4/5

Share this review


Link to review
Guest

Unknown date

  
I liked it

Share this review


Link to review
Guest

Unknown date

  
A strange level. Got a bit boring after a while because it didn't seem to have too much of a focus and I spent a lot of time exploring the level without finding any keys or switches that seemed important. Still, it's a good effort and much better than a lot of other levels out there. Three out of five.

Share this review


Link to review
Guest

Unknown date

  
Stupid, boring level with no focus, no decent traps, and a frustrating layout. Please avoid for the benefit of your sanity 1/5 - phil1984

Share this review


Link to review
Guest

Unknown date

  
I can sympathise with consensus expressed in these reviews. Initially the map seems impressive - it is large and there is a decent amount of detail for 1998. But it feels as if the author simply kept adding bits and adding bits with less and less effect. It is like a soap opera or a Japanese cartoon series in that respect. It keeps going on and on and has less effect on me as it does so until it starts to have a negative effect at which point I stop playing.

Share this review


Link to review
Guest

Unknown date

  
Hardy Davis is a pretty darn good author!!! phil1984 missed the "Gameplay". I had a lot of fun playing it, no frustration at all, apart the fact that I won it without a sequel... 5/5 to balance the stupid previous votes, but 4/5 was my decision. I think that it deserves to have its 4 stars - Jive

Share this review


Link to review
  • 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.
×