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.


   (4 reviews)
Sign in to follow this  


About This File

Attention Doom coders, DEU users, and others so interested...

I've built a was that I think had pointed out a serious bug in the Doom engine, or else BSP and DEU have a serious node flaw.

The wad is a simple grid (12 x 12 squares), and as you'll see, looking across more then 10 or so sectors seems to cause the hall of mirror effect regularly. I suspect that either the Doom engine can't look that many sectors across (does anyone know if the id levels ever look across that man at once?) OR DEU and BSP both still need a better node building algo.

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


Unknown date

Makes an awesome download just to read the emails to and from ID. John Romero seems to be the one who responded to Seth.

Share this review

Link to review

Unknown date

It's level 99, and it's a white-knuckle rollercoaster joyrush straight into the pulsing heart of hell itself. (cough.) It's actually a demonstration of a hall of mirrors problem from the early versions of Doom. I have no idea if the bug was fixed with v1.3; it's definitely gone with modern source ports. The level's just a square room with a grid on the floor. No monsters, exit, objects etc. Gets an "average" rating for doing what it sets out to do.

Share this review

Link to review

Unknown date

id "fixed" the HOM issue in versions later than 1.2 by implementing visplane limit. So as you back up away from the center and more of the checkerboard comes into view, DOOM bombs out with "R_DrawPlanes: visplane overflow (x)", where x>/=128.

Share this review

Link to review
  • File Reviews

    • By Doomkid · Posted
      Why the hell have I not been using this. Incredible, 5 stars.
    • By wolfmcbeard · Posted
      It was difficult for me, but I enjoyed it, a few more ammo pick ups and maybe some health too, but other than that it's a good level.
    • By wolfmcbeard · Posted
      I should've heeded the warnings from the other reviews...
    • By Gato606 · Posted
      Horrible and unenjoyable, it's what I can say about this megawad.  Does it really need to be archviles and cyberdemons in every corner and tight corridors, ambushing with nowhere to go?  Yes, textures are very monotonous, and you got corridor after corridor with same floor/ceiling height.  It's extremely annoying to hunt for that switch that will let you continue, and, surprise!  They're hidden inside the walls without being secrets and no hints where to look for, even with ALLMAP cheat you get lost very easily
    • By Chipchase · Posted
      Not quite as bad as some other comments said, for an old wad anyway. Playable but easy at UV. Some poor texture alignments, nearly all brightly lit, no atmosphere. New sounds are mostly cranky but I liked the machine gun. The voice sounds the same as in "Wild West Of The North" - WEST.WAD which was by Mike Lasota and which also has cranky (but different again) sounds.