I've tried many a deathmatch level, and for the most part, I've been dissatisfied. Many of the levels I've seen seem too much like 'novelty' levels, not of the quality or style of id's original maps.|
When I set out to make this level, I tried to keep in mind the levels from id, especially E1M1 and E1M5, which are my favorites for deathmatch. I also tried to keep the level very small and open, while always leaving at least two ways out of any area. The frags should be quick, but not necessarily 'cheap', because you can normally get out of any situation in which you may find yourself.
Some rather kick-ass frags to attempt: - Shoot a rocket up the open lift from the courtyard and hit your opponent. My personal favorite. :) - Set the lift into the off from the stone room, but don't fall in. Then drop down after the lift has fully lowered, and shoot your opponent. - Shoot your opponent in mid-air as he jumps off the hallway into the courtyard.
New level from scratch|
10 hours, not including testing|
EdMap v1.22 for level creating and editing DEU 5.21gcc for texture aligning|
None, and I've tested it extensively (25+ hrs of deathmatching). If you do find any errors, please mail me.|
|Anonymous||Looks like a map I played on in ZDaemon. Ripoff maybe? Anyway it looks pretty good.||x|
|Anonymous||This should just be in the deathmatch directory; it doesn't have any monsters. For something so old, the design isn't bad - the textures are sensible, the corners are nicely curved, and there is a mix of environments including a little dungeon. It's not much, but curved corners were very rare in 1994. I have no idea how it plays in Deathmatch. The winning numbers are 5, 6, 26, 41, 42, 44, with a bonus ball of 11.||x|