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   (2 reviews)
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About This File

A deathmatch designed with fun and balance in mind. The feeling of this level is fairly open, just a few largish rooms and some interconnecting passageways. It's not intended to be a frag-fest, but more of a fair competition. (Average life span is greater than 5 seconds... :)

Everyone has a weapon nearby when they start, generally within 10 or 20 feet. All players start with 200% health, to make the battles a little longer lasting. The deathmatch spots are designed to eliminate unfair "start-up frags".

Every weapon is available, although it is more and more difficult to get to the more powerful weapons. There are some weapons sitting in cages, with a switch next to 'em; hit the switch to give access to that weapon elsewhere in the level. A quick rundown: Rocket launcher: switch and weapon itself are in the arch-room. Plasma: has two triggers, the switch and walking on one of the ledges. BFG: The easiest weapon to get, but you pay if you do. Or, go the hard way (no secrets involved, but still a long ways to get there), find the BFG-in-a-cage, and get it that way. You'll be off free as a bird. Super Shotgun: (Doom ][) Check the green room.

It's a very good idea to play this level with the alt-death rules. The exit switch is clearly marked, non-coop, and can't be hit accidentally.

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Unknown date

I can't believe the Tree series was made by the same guy as dehacked. You'd think these wads would get more recognition or something? Anyway, this one is a nice DM map that would've fit in fine with the Dwangos of its time. The E2 aesthetic is appealing, and the gameplay is varied and complex for 1994. I also like the Doom 2 compatibility. 4/5 for '94

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Unknown date

Great deathmatch arena for 94 standards. A bit large, an 8 man game would work really well here. Also, this guy created Dehacked, one of the most important milestones in modding history. Without letting that incredible achievement effect my judgement, this gets a solid 3.5 rating. Wish he'd made more DM stuff.

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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.