Title: Altair3a
Filename: levels/doom2/a-c/altair3a.zip
Size: 168.77 KB
Date: 09/07/96
Author: Kenneth Chirko
Description: This is a BIG level designed for Doom II. It was designed with ultra-violence in mind and is mentally challenging. The level also has a design theme which I hope will be visually pleasing. This is version a. There have been some very minor changes to some areas, mostly the removal of stairs and making the adjacent stairs taller. The big change is the placement of the switches that lower the barriers allowing access to the switches that lower the red and blue key platforms. The switches have been moved to a more obvious location. A number of people indicated that it was too hard to find them. I wanted it to be challenging... not frustrating! Thanks to all who emailed comments!
Base: New level from scratch
Build time: Who knows?! I've refined some of the play over time. Originally took a couple of weeks.
Editor(s) used: Deep 7.50. Warm1.6
Bugs: None known.
Rating: (4 votes)
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Not bad at all. A little on the easy side but fun none the less. 3/5x
This is dated September 1996. It's the third and last in a short-lived series; this is less mazey than the first. You fight 219 mostly weak monsters in a castle level that looks decent for the period. As before there are some clever pseudo-3D bits, and some irritations (low walls that you have to painstakingly navigate instead of jumping over). You get loads of weapons and the final battle area is pretty easy - none of it's hard - but I liked it.x
Much more involved than the previous two, but also easier to fail. Watch out. It gets a 4/5 just like the other two. Not 5/5; it can't be named as 'legendary'. ICx
I only played a small bit of it, but so far, it was pretty neat! It could have used a little bit more detail, but other than that, nice map! Keep up the good work. -Tangox

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