Title: CONGO (Congo collection #1)
Filename: levels/doom2/j-l/jazz01a.zip
Size: 92.09 KB
Date: 07/12/95
Author: Ritche Macalaguim
Description: This is the first installment of the ... "JAZZ DEATHMATCH SERIES" and also the first PWAD I've ever created. I put a great amount of time and thought into this piece of work... so I hope you DOOMers out there won't be disappointed...

This level is small/medium in size and intended for DEATHMATCHES... All the weapons are mostly in plain sight (some work is needed to get to them)... except for the BFG... (which is hidden and takes some fancy footwork to get to...)

I've also included monsters for SINGLE and COOP play... and the EXIT takes some figuring out to reveal... (HINT: there are no keys) This WAD can also be played at different skill levels.
Credits: Jeff Rabenhorst ............. Edmap 1.40
Robert Fenske, Jr. .......... WARM 1.4
Sensor Based Systems, Inc. .. DeePBSP 3.1c
Denis Moller ................ NWT 1.3
id Software (DOOM II)
Base: New level from scratch
Build time: About two months of late night work from ideas sketched on paper to near-finished sectors... and either Yanni, Kenny G, or FourPlay quietly playing in the background...
Editor(s) used: Edmap v1.40 (Jeff Rabenhorst)
Bugs: Slight HOM effect :) (difficult to find tho)
Rating: (5 votes)
Download here

Download mirrors: /idgames protocol:

I liked itx
This is dated June 1995. It's a dungeon-style deathmatch level, but unlike most converted deathmatch levels it's good fun single-player; there are lots of monsters packed into a small space and you rarely have time to stop for breath. The design, lighting etc are nicely detailed for mid-1995. Suffers from a switch-hunty ending that forces you to scour the level repeatedly for new switches; and the (ultra-obscure) BFG secret is empty in single-player.x
I imagine this would be a tough start for most, but I always play UV -fast so... :-) I also had a lot of running around to find the exit switch, but a good fair battle - which I enjoyed ****x
Great level and details... I just couldn't figure out how to trigger the exit without IDCLIPing, otherwise a great level. A lot of tricks and great level design.x

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