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Roofi

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  1. Roofi

    Cursed Doom Images

    I'm a total n00b.
  2. Month 5 Day 3 I play until I die or intentionally stop. I don't comment the wad where I die/stop. File 1) GANYMEDE by Robert Kacsich (1996) Do not be confused with the megawad "Base Ganymede" ! GANYMEDE is a kind of a pseudo-slaughtermap for Doom 1 full of zombiemen and imps to endlessly shoot with your boomstick. At the beginning , I expected nothing about this map because it looked like many other dull levels I already played but in the end I got pleasantly surprised by the size of the level and the presence of "realistic" kama sutra-like locations. The author used one of the most popular dramatic musical compositions called "Carmina Burana" , which sounds more amusing than terryfing. I laughed a bit when I saw the big speaking room and the public swimming pool full of stucked shotgunners in the stands. Except those parts , the architect is extremly generic with a boxy layout. Concerning the progression, it's the classic "Find three keys in a determined order" so the map proved to be pretty lenghty. Plan on 20 minutes of intense shotgunning. However , you can meet only one cyberdemon which was totally skippable because stucked in a totally optional area... Also there was only one baron which is obviously not afraid to speak in public. I want to say this map was pretty badly designed but I had a lot of fun on it . I would like to replay it someday for sure. I really become an addict of the old 90's slaughterwads which mainly consist to regular maps overfilled with monsters. Good little find. One of the most stupid deaths I have ever had on ER/iW. I got killed by a hidden cyber whereas being in a room full of megaspheres.... from the jokewad SPACIA: A Silly DOOM space advanture.
  3. Thanks for the new thread again ! Month 5 Day 2 I play until I die or intentionally stop. I don't comment the wad where I die/stop File 1) Q3 Arena floors and walls by Chris "Dragon" Pisarczyk (2000) A texture pack for quake addicts. I just played Quake 3 Arena once in my life so I dont know the potential of the textures. I checked them on slade and they look really great but I don't think you can make a lot of themes with it contrary to some popular resource packs like OTEX. File 2) spooky03.WAD, issue 1 by Richard Wiles (1999) The name "Richard Wiles" is familiar to me but I never had the occasion until now to play a level from him. Spooky03 is a E4-style Ultimate Doom map replacing E4M3 which consists to a tense compact fortress made mainly of wood and marble. Episode 4 has always been considered as a particularly tougher episode than the others in Ultimate Doom , and spooky03 perfectly followed this rule. Richard Wiles proved you with this level that it's far from being impossible to create a difficult level with the restricted bestiary of Doom 1. Crampedness and items restrictions are the keys to make the monsters and especially the barons more threatening. I almost died multiple times due to repeated ambushes involving barons and cacos. However, the level is not frustrating because it is well designed. The layout is intuitive with lots of interconnectivity with teleporters. As said before, it is quite small and compact. Aesthetically, it's very well done but nothing special to say except that it's very faithful to episode 4. Very good 1999 level. (However an idgames comment said it's from 1996). File 3) JennyDoom for Doom1. by I know who I am and I'M sure you do too. (1997) I don't know how I'm supposed to launch this. There is no wad file but exes and lot of GIF. It's an X-rated wad so GIF files consist to badly converted pixelated pictures of nude girls. Forget yourporn or pornhub, real men go on idgames in the "i_am_old_enough_to_look_at_this" section instead. File 4) Skinship by Michal @Lorenz0 Kurowski (2020) This map is very familiar to me. Indeed, I died in the yellow key trap in Day 25 and to be honest , it was one of the easiest part traps in the level haha. I only played Alienated from Lorenzo a few years ago and I really liked it. I enjoyed Skinship as well which has a similar style with an exploration-oriented level rythmed with big fights at the most important parts. Skinship has nothing related to an actual ship but a sort of giant hellish tech-base located in mountains full of blood. You start in a huge central tower and you have to find 3 skulls keys in an undetermined order. The thing I liked the most in the map , I think , was the tall architecture and the gzdoom effects like bloodpools where you can swim, floating platforms, mirrors (even if I thought that an evil marine was shooting at me at the beginning....) Gameplay was fun and challenging without being too sadistic but I have some personal complaints about custom enemies. Aesthetically-wise , the level made me appreciate the pale beige skin textures. I'm usually not a fan of them in doom levels but this managed well to exploit them and create an interesting combo between metal and flesh. I absolutely digged the eyes textures. However, some areas felt a bit underdetailed to me, especially the wider ones and some textures were globally quite misaligned. The wad uses the same music as "Altitude" by Tourniquet so I can't help but make an analogy with this map. I really like this midi which perfectly fits in an exploration-oriented level. The non-linear gameplay and the big fights in closed places separated by more calm passages reminded me of this level. Concerning the gameplay, I have a mixed opinions about custom monsters. I think adding some can improve the gameplay value. However, I have to say , I hated the red baron with a passion. It's more a matter a taste I recognized , but I found their attacks more annoying than really dangerous.The other ones were ok but not truely memorable in my opinion. Nevertheless, it was a very good and ambitious map. I stop here for today.
  4. Month 5 Day 1 I play until I die or intentionally stop. I don't comment the wad where I die/stop File 1) Deathrow by Kris Daley (1995) A very amateurish level for obvious reasons. You can collect litterally TONS of ammo and health and easily get all the weapons as well. All the potential challenge is killed by this blatant overabundance. Also , most of the areas feel extremly empty due to the lack of detail and consistency between the rooms. However , I enjoyed some parts , like the giant grassy outdoors (as many doom maps) and the huge circular room with red pillars and hanging corpse textures. The worst part of the map is when you have to collect the mandatory red key. You indeed have to find a switch hidden behind an unmarked door in order to lower the pillar holding the red key. Anyway, I had fun on this map nevertheless but no worth playing today. File 2) Tower of Mutilation by @Deathmatcher (Ingmar Derks) (2003) A cute DM map using a midi-rendition of the famous "Happy Birthday" Music. Besides that nothing special. You can explore 4 small sections centered around a square "arena", which look pretty great. There is also an oddly placed mastermind hidden behind a middle texture. File 3) PN Slime Base by @PirateNipple (2008) A sweet rocky vanilla map full of slime taking place in a kind of tech-base. This level is according to me a tasty mix between a map of Alien Vendetta and TNT Evilution, because of the music used from this iwad. The advanced details as well as the chosen textures remind me a lot of "Toxic Touch" from AV , without the depressing atmosphere. The author has a great sense of progression. I especially enjoyed all the outdoors parts. The tech-base look more generic in some areas but there was a little crate maze I enjoyed a lot. The map is not difficult and you can find some very rewarding secrets containing especially two soulspheres and a plasma gun ! However , ammo tend to be a bit tight, I had to create some infights in order to be a bit confortable but nothing really frustrating otherwise. Slime doesn't harm you too. It's not really obvious until you have to pass a mandatory pathway full of nukage. Very good little find for vanilla addicts. File 4) Heartless by @Doomguy93 (2009) Do not be be confused with "Earthless" , a Doom 2 Episode by James Paddock ! Heartless is an obvious boom-compatible tribute to Doom's Deimos Lab. The remake is also for Ultimate Doom and replaces E2M4 as well.Also, it was Doomguy93's first mapping attempt , which is kinda impressive. So, while playing this map, we have a huge feeling déjà-vu because of the very similar texturing and the absence of music replacement. However, there are notable differences contrary to the original map. First of all, the whole level proves to be more combat-oriented and sometimes drift toward slaughter. The lab now houses more than 450 monsters! You can't find areas without at least one enemy. On the other hand, the majority of them are concentrated in certain rooms or traps where they teleport massively to create particularly slaughter fights. Due to the absence of SSG and the more intensive use of "strong" monsters such as the baron or the cacodemon, the gameplay turns out to be more grindy although enjoyable. On the other hand, we have the opportunity to meet a cyberdemon and get a BFG, which is also new. Obviously, beyond the gameplay, the aesthetic has been greatly improved with a more advanced detailing. However, some textures are strangely used, including switch textures as a means of decoration. On the other hand, I think the original iwad map had a better layout with more varied shapes and more interconnectivity. Heartless is larger and more adventurous but the layout is much more corridor-like and boxy. Also, I think the high number of monsters tends to reduce the mysterious atmosphere of Deimos Lab. A great map in any case. File 5) Waste Disposal Inc. by @cyber-menace (doomsrt@yahoo.ca) (2003) A sort of sewage system that empties into a forest. I really digged the aesthetics and especially the forest made of sector trees .A rather joyful atmosphere also comes out of it thanks to the upbeat music. I believe it's very large for a DM map though. I think the two sections should have been separated into two different levels. As it is, I probably would have preferred the author to make a singleplayer map. File 6) Judas (DOOM ][ Deathmatch) by brian vannatta (Stragenl on IRC) (1996) A small wooden mansion populated with some zombiemen in order to distract your weapons. Very small and compact map but great aesthetics. Nuff Said. Next ! File 7) FORT DOOM by MARK TISSUE (2005) A 1994 map uploaded in 2006. Actually , the level is divided in two parts : a brown fort with some narrow corridors and rooms inside , and a more hellish part including a small puzzle with teleporters and hexagonal rooms. I think the first part has the most interesting scenery. I like the height of the ramparts and the towers with the barrier textures. The second part annoyed me a bit because the small puzzle didn't add gameplay value. Also as many old doom maps , you have too much ammo and you can obtain an overpowered BFG in an easy-to-find secret. Pretty good 1994 map but don't want to replay it. File 8) 8-bit Binary Addition by @Xtroose (2010) A boom-compatible test map , which shows you all the potential of Voodoo dolls. I can't make a long comment about this though. I don't know how a 8-bit binary calculator works in real life. However , it's technically impressive to create this on Doom. The second level has nothing related to the calculator but it's not less outstanding. It's just a kind of pixel-art of the iconic fish used on Doomworld ! File 9) Title:SAM & MAX Sound wad by BoneZai_B (1996) A compilation of sounds extracted from the videogame "Sam and Max". This one isn't bad at all contrary to (many) other sound wads. It definitely helps making Doom more toony without being too silly and above all totally unbearable.It reminds me a bit of Chex Quest. I stop here for today.
  5. Month 4 Day 31 I play until I die or intentionally stop. I don't comment the wad where I die/stop File 1) CARL.WAD by Unknown --> Probably 'Carl'? ;) (2005) Extremly bland 1994 DM map with absolutely no relief and actions like lift or doors. You will find ton of ammo and health and all the weapons located at the same place. Exploding all the barrels was fun though. At least you tried Carl. File 2) OMG!!! NOT Another Map By PuMpKiNsMaShEr by @PumpkinSmasher (2005) A rather unusual and intriguing boom-compatible level taking place in a kind of hellish base. The level contains less than 100 monsters and is not harder than an official Doom 2 map. I think the most striking point of this map was its unexpected advanced architecture. Indeed, I would not say the level is extremely beautiful, but the creation of circular rooms and structures deserve some recognition. Moreover, there is some work in general on the details and especially the light gradations. The level is pleasant to look at even when the textures don't necessarily blend well together (the grey/brown/red mix is rather insipid for my taste). About the gameplay, It is clear that this level is not aimed to be very difficult. However, I think the secret containing the BFG as well as the cell charges break the balance. Indeed, among the 100 monsters, few of them are dangerous and the Mastermind at the end does not contribute to increase the danger. Anyway , it was a pretty relaxing level. I stop here for today.
  6. Some 1994 favs from me (Reviews are copy-pasted from Endless Random Adventure). Wad 1) REoL TOUGH: TOTAL WAR III: Land of Weirdness by George Fiffy This is the prehistory of slaughtermaps. Forget Go2it, forget HR2, forget Sunder, Georges Fiffy delivered in 1994 an Ultimate Doom map with more than 600 monsters in a compact map. This level replaces E3M7 and takes up some of the gimmick of "Limbo" with the teleporters surrounded by dangerous liquid and the numerous switches to activate to unlock them. This map is nothing but a concentrate of fun and combat. The mapper literally floods you with ammunition and health in order to defeat all those little teleporting monsters. You have no bfg or plasmagun but only a shotgun and a RL obtained later. Aesthetically, it's obviously very rudimentary. However, I appreciate this particular style, especially the doors strangely embedded in the sky or the mix of blue and grey textures. It is not very beautiful, but it is not uninteresting. Wad 2) ALAIN.WAD by Alain ARRAULT (2004) An old map from 1994 uploaded on idgames 10 years later. Naming your wad with your first name is an extremely underrated practice. Anyway, Alain is a kind of strange mixture between "Trick and Traps" from Doom 2 and "Tower of Babel" from Doom 1. Indeed, you start on the top of a kind of pyramid located at the middle of the central outdoors courtyard. You have to explore 6 triangular areas to find three keys in a determined order. Each place consists of a small test which are more or less dangerous. The worst part has several fast crushers. After completing the first part , which strangely look like to the jewish star with 6 branches , you are transported to giant outdoors where you have to confront a single cyberdemon a few foes. Extremly easy part due to the fact , you have the BFG and many cells. Great map with good aesthetics. I think it definitely fits in Wadarcheleogy. Wad 3) Wizard's Rage II (optimized version of WIZDOOM2.WAD) by Anthony "Wizard" Marino ( Ernest Anthony Marino ) and Sal "Washee" Gonzalez A 1994 map which had been updated in 2006. The first thing I have to say is how lenghty is this level compared to many wads released in the 94's era. Indeed , I already played it years ago and I took more than 1 hour in my first attempt. Today , I took 45 minutes even while vaguely knowing the map. The layout consists to a huge grid composed of wide octogonal room and long corridors to link them as well as many teleporters which are quite confusing to use. You start in a star-shaped room located at the center, which acts as a hub containg all teleporters leading to those octogonal rooms. The level contains almost no linearity because you are dropped somewhere randomly and you have to find 3 keys that are mostly hidden behind dissimulated doors. This task is not so difficult because it is possible to get a computer map. To be honest, despite I find this level technically pretty impressive, the gameplay is too repetitive and dull to justify such a long level. Indeed, depending on the teleport you take at the beginning, you may get the good weapons very late and therefore remain restricted to the shotgun for a long time. However, this is not the biggest problem. The level just clearly lacks challenge and a few effective traps, which is not uncommon in the 94 maps. Aesthetically , it's not that bad but really nothing outstanding. It's large but it feels empty. An old ambitious 1994 map that is not really worth playing nowadays.
  7. Month 4 Day 30 I play until I die or intentionally stop. I don't comment the wad where I die/stop File 1) pjs01.WAD by Patrick Steele (2006) A short 1994 map uploaded in 2006. To be honest , If I hadn't seen the actual release date in the text, I would never have guessed that it was a 1994 map. Indeed, the level looks technically impressive for its time , or rather it reaches the same level of quality as the original iwad. Indeed , the texture choice and alignement prove to be quite meticulous. About the progression , it's very linear and pretty cramped. It greatly reduces the replayability imo and the level lacks a bit of challenge (unless if you play on NM of course !) Very good map anyway , definitely a little good find from 1994. File 2) Flashlight by Sparks from Chicago 847 Dwango! (1997) Objectively a mediocre DM map. It's just a wide empty dark courtyard with a low wall holding the BFG accessible via a teleporter. A mortal Kombat midi and silly SFX. Nothing else. File 3) Genocide by Geoffrey R. Forbes (2001) The main structure with a tall circular room and ledges. I didn't play ledgesi.wad but I remembered I downloaded an old DM wad called "Ledges" with the same gimmick. In any case, everything leads me to believe that this map is particularly appreciated for the DM. I watched a video about LEDGESI.wad and most of improvments reside in the aesthetics. It looks definitely more like a hellish fortress. However the story told it takes place in Himalayan Mountains. Hmm , why not but I would rather see a snowy map instead. I got killed in an overpopulated house in KEEP.WAD
  8. Month 4 Day 29 I play until I die or intentionally stop. I don't comment the wad where I die/stop File 1) Joyful Raider by @Pierrot (2021) Oh , a 2021 wad , it's so rare compared to all the 90's releases ! Indeed, Pierrot won the second place during the Jimmy's mapping contest which took place in March. From what I played, I can't say if this map deserves its silver medal or not , but it was excellent and competently imitated Jimmy's style imo. As the author said , this map takes place in a sandy temple irrigated by waterfalls and populated by more or less 200 monsters.First, I think that Jimmy's style is well imitated through the gameplay which is not necessarily simple at times, but which never aims to make the player suffer unnecessarily. The level in general is very exploration oriented with very easy fights but the final fight proves to be much harder than the rest because of its 4 arch-viles (If you don't see the BFG like me...). However , you always enough ammo and health so survive and above all , enough space to dodge all the projectiles. Secondly, as many Jimmy's maps , Pierrot focused on layout and textures choices instead of heavy detailing. I think the right choice of texture makes it possible to create a world that is light enough in detail without looking bland. Moreover, the large spaces make this map quite memorable. I think the yellow key room with its big waterfall was my favourite area and will stay in my memory. However, we leave the mystical atmosphere of Misri Halek for something more punchy, like the maps of Jimmy again. I am quite surprised by the choice of music, which is a midi by Mark Klem. I was actually convinced that we should use a music of Jimmy for this contest but I was wrong. File 2) SoftChoice goes to hell!!! by Christian Antkow (1994) An old 94's map I played and reviewed during Day 13. I launched it with gzdoom this time and decided to max it. It actually has no secrets and approximately 100 monsters. I had a lot of fun replaying it. You can get the BFG9000 very quickly and exterminate everything thanks to the plenty cells located in the warehouse guarded by the cyberdemon. File 3) Run For It! by @Cherepoc (2016) A silly but extremly creative all objects except monsters move thanks to strange moving legs (Lost soul count as an object though). Generally, the mod quickly transforms maps into a big non-sense mess. The more items , the crazier ! Also, this mod considerably increases the difficulty of the game. It notably makes the non-hitscan monsters a lot deadlier because legs appear each time a projectile hit the floor or something else. So, for instance, if an imp misses its shot , the spawning legs holding the fireball follows you until you kill it or the fireball hit you. I played the first ten Doom 2's maps and I can say imps definitely became one of the most annoying monsters but the worst were the mancubus and arachnotrons due to the numerous powerful projectile they fire. In map 07, at least one hundred of legs chase you in order to make you taste all the missed shots from the mancs and the arachntrons. Ugh Contrarywise , this gimmick works for your weapons too and the spawning legs hopefully can't kill you this time ! The BFG is impressive to use because the BFG ball splits into lots of little green pellets carried by the famous legs. Finally, the cacodemon and pain elemental have a new death animation , which I let you discover. Here is a video of the mod anyway. And I died on random floors tagged as -20 damage in the wad The Eye of the Demon
  9. Roofi

    Fearfully Frightening (Vanilla)

    Good news for me , I love dog shit. But I prefer horses's one so 8/10
  10. Month 4 Day 28 I play until I die or intentionally stop. I don't comment the wad where I die/stop File 1) The Ad Mortem DM Series for Doom2 by Bobby Pavlock (aka Xcalibur) (1997) A simple set of 5 DM maps separated in 5 different wads. According to a Doomkid's comment on idgames, Xcalibur was the person who compiled maps for Dwango X , a rather popular DM wad I suppose. Each level has a terrestrial theme with a dominance of the famous green and brown color combination. I think my fav were the two first wads , maybe because the last ones look a lot more generic with pronounced monotexturing. The second takes place in a classic tech-base and also has a better architecture imo. I stop here for today.
  11. Month 4 Day 27 I play until I die or intentionally stop. I don't comment the wad where I die/stop File 1) DOOM Regi-Like by @TheNooBringeR (2013) The description is self-explaining enough. However it didn't work for me. Considering you have just some graphic replacements and not the levels and it's only zdoom compatible , I don't really think it's worth downloading, sorry. File 2) Sacrifice by George Fiffy (1997) Wow , what a complex story for a fun-oriented map haha ! I already played a George Fiffy's 1994 map months ago and I can describe him as a slaughtermapper of a 90's era. Sacrifice actually consists to a long, complex monster-filled Doom 2 map which probably uses a Metallica midi track (It sounds exactly like) If you love wads like Hell Revealed, this map is for you. Don't expect choregraphied fights in detailed arenas but a ton of monsters to slaughter in a regular layout thanks to your shotgun and super shotgun. You can obtain other weapons but you have to grind with your "basic" weapons before getting them. I found playing this map so relaxing , despite how hot the beginning was. Indeed , you start in a square wooden room with imps and zombies assaulting you while deadly pits surround you as well. I admit I almost died... Anyway , even if the level doesn't have particularly vicious traps, health is not that abundant contrary to shotguns shells and bullet boxes and you can only find two blue armors in a 30 minutes long level , so beware when you fight revenants when you have less than 80hp and 0 armor because you may have a bad surprise! Also, the author placed a ton of pain elementals , they are quite annoying at some places. However , absolutely no boss and very few arch-viles , which is not a bad thing. Aesthitically , it doesn't look like Los Angeles at all haha , but it's definitely a good looking classic map with good texture choices and alignments. I also enjoy the new statbar and new sounds which got ripped from other games like Heretic. A good ol' slaughtermap from the 90's. A small hidden gem I would like to replay someday. File 3) Hut of Death by Lorenzo Colitti (1997) Nothing special to say. it's horribly basic. The "hut" is actually a stone brown square building . You have also two red ramparts to protect yourself from projectiles. A duel oriented level I guess. File 4) WinDEU 5.9 beta 1 16-bits version by Renaud Paquay (1996) A totally outdated level editor. Thanks for your contribution Renaud , after all. It's a proof that Doom community is still alive ! File 5) Reclamation by TeamTNT (1999) Yeah , the description isn't lying at all, Reclamation was an oustanding DM megawad , even from the perspective of a player who never play DM (like me). I will not develop about aesthetics , each level provides an interesting theme with sometimes unique details like animated dripping liquid coming from a truck , new custom textures... Gameplay-wise , I don't know if they are really fun to play. Anyway, the most interesting aspect from this wad are all the boom features used in order to show you a lot of concepts you can implement in your singleplayer maps. I admit I wrongly the 9 first maps on crispydoom before getting stuck in one map because it extensively used boom effects. Indeed, I recommand you to look those maps on doombuilder to see how all those tricks work : water effect , conveyors with various speeds, transparent middle texture, silent teleporters... I don't want to write a long review from this , but I can say all the mappers knew very well how to create intriguing boom-compatible maps. I recommand this wad even for boom veterans. I stop here for today.
  12. Month 4 Day 26 I play until I die or intentionally stop. I don't comment the wad where I die/stop File 1) IPXXFER v2.0 by Ron Dunlevy (1995) Three facts about this file : - It's totally outdated - I don't really know what is its purpose. I suppose it's for playing online. - I absolute don't care about this. File 2) WAD-LOADER2 V1.0 by Krisztian Pocza (1995) Basically a launcher before the birth of ports , so totally outdated but I think it was quite useful considering how annoying launching wads was. File 3) Darkfall Deathmatch by Ken Phipps (1997) A nice looking DM map for Heretic with pretty massive landscapes and a spatial sky which oddly fit with Heretic's atmosphere. I think my favourite part was the huge waterfall with its water point. As the author said , there are some new textures which consist to new flat textures. I don't know very well Heretic's resources but I think the grass texture near the buildings figure among the custom ones. Gameplay-wise , you can find all weapons but they are all scattered and items are quite rare. Nothing to say about it . It looks rather big for a duel. File 4) Commandos! Doom by @Snarboo (2005) One of the random weapons mods , but I had to install a specific port I never used before in order to launch this one. Indeed, I tried to open it with zdoom but it didn't work. So, you have new weapons. I tried them on Doom 2 map 32. I really like their aesthetics because they are either old 3d models or models which look a bit toony. However, the main criticism I could do is the fact that the weapons feel pretty weak. I don't feel powerful when I use them except the double gatling gun replacing the BFG. I stop here for today.
  13. Month 4 Day 25 I play until I die or intentionally stop. I don't comment the wad where I die/stop No review for today. No death here but I just don't have the required skills to beat RJSLOTH. I suck at rocket jumping and it was notably created by TimeOfDeath so I think it's far from being the easiest.
  14. Month 4 Day 24 I play until I die or intentionally stop. I don't comment the wad where I die/stop File 1) Wizard's Rage II (optimized version of WIZDOOM2.WAD) by Anthony "Wizard" Marino ( Ernest Anthony Marino ) and Sal "Washee" Gonzalez (2006) A 1994 map which had been updated in 2006. The first thing I have to say is how lenghty is this level compared to many wads released in the 94's era. Indeed , I already played it years ago and I took more than 1 hour in my first attempt. Today , I took 45 minutes even while vaguely knowing the map. The layout consists to a huge grid composed of wide octogonal room and long corridors to link them as well as many teleporters which are quite confusing to use. You start in a star-shaped room located at the center, which acts as a hub containg all teleporters leading to those octogonal rooms. The level contains almost no linearity because you are dropped somewhere randomly and you have to find 3 keys that are mostly hidden behind dissimulated doors. This task is not so difficult because it is possible to get a computer map. To be honest, despite I find this level technically pretty impressive, the gameplay is too repetitive and dull to justify such a long level. Indeed, depending on the teleport you take at the beginning, you may get the good weapons very late and therefore remain restricted to the shotgun for a long time. However, this is not the biggest problem. The level just clearly lacks challenge and a few effective traps, which is not uncommon in the 94 maps. Aesthetically , it's not that bad but really nothing outstanding. It's large but it feels empty. An old ambitious 1994 map that is not really worth playing nowadays And I accidentally stepped on deadly laser , which killed me instantly in Sine Die.
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