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.

Fordham Doom

   (1 review)
Sign in to follow this  

Guest

About This File

The layout of this WAD for the Ultimate Doom is *very* loosely based on Keating Hall and the Walsh Library, two buildings that Fordham alumni will recall with varying degrees of fondness. Personally, I think both buildings look like Castle Frankenstein, so I amalgamated them. The theme of this level is vaguely medieval or sword and sorcery, so most of the monsters tend to be Imps or Bull Demons. (After the largely tech-oriented levels of Gatchaman Doom, I needed a little change of pace. ) I like making WADs with labyrinth components, and this one has a maze in the flooded basement. This medium-sized WAD is very nonlinear (in fact, it doesn't matter what order you get the keys in) so enjoy!

Incidentally, the real-life Fordham Campus is not far from where Edgar Allen Poe wrote "The Raven."

Most of the new textures contained in Fordham Doom were really just existing Doom textures combined in new ways courtesy of NWT. (The SKY2 texture was taken from a photo of my own that I scanned in). For those of you into elaborate architecture and special effects, this is a rather modest WAD, mainly deep water and window-above-window. You won't notice the special effects unless you actively seek them out. As far as deathmatch goes, I've included deathmatch starting points, but this level really wasn't designed for deathmatch.


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

  
This is dated December 1998. Based on what I have just played, Len Pitre is not the supreme playtester; he is mediocre. The level is a fairly unremarkable castle-style map that smells of 1994; it's not bad, just very anonymous. 72 weak monsters plus a pair of boss barons beg for and receive your bullets. The design is crude but competent, except for some bits in a slime maze that should hurt you, but don't.

Share this review


Link to review
  • File Reviews

    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
    • By Walter confetti · Posted
      A basic and nice looking showroom type of map where monsters are trapped inside glass prisons, no exit and no way to play this with any modern source Port like DSDA-Doom and GZDoom, but works really well in Crispy Doom. It was a pleasant experience.
    • By Walter confetti · Posted
      Conceptually not bad, it's a pretty imposing tower with some decent lighting, but no ammo at all despite having the guns and a VERY obscure way to rise up the floor in the lava pit? That's a big downer. But overall, it's ok.
    • By eanasir · Posted
      Well, the map is pretty basic. The map is quite challenging, with there being 0 ammo pickups (excluding the backpack) outside of the starting room. There are also nazis for some reason. I will give it 2 stars only because this really wasn't meant to be played to be enjoyed, but rather just a example of how to build a map in DEU.
×