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Showing results for 'classes' in files.
Found 134 results
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Exhausting is indeed the right word for this level-set. This rating is based on up to Z1M6, and after three hours I'm constantly lost, somewhat wow'd and sickened by the detail in the maps (Great outdoor areas!), curious as to why we have three classes of Dark Imps, and actually hoping for more traps. This was indeed overhyped, but it doesn't suck, either. Due to the amount of effort put into this monster, I'll give it a 4 and pass around the recommendation anyway. --Project Dark Fox
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Legendary. The amount of effort put into this was unbelievable, the detail was monstrous and Gameplay was just perfect. Very clever use of portals to simulate 3D Effects in ZDoom. Don't mind those people who can't do it better, they're only jealous ;) 5 Stars, for this legendary masterpiece of the artwork class ;) -KeksDose
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Trilobites are extinct arthropods that form the class Trilobita. They appeared at the start of the Cambrian period and flourished throughout the lower Paleozoic era before beginning a drawn-out decline to extinction when, during the Late Devonian extinction, all trilobite orders, with the sole exception of Proetida, died out. The last of the trilobites disappeared in the mass extinction at the end of the Permian 250 million years ago (m.y.a.).
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Class, but I think that I overdosed E1 style mapsets. Main grip with these kind of maps is their low difficulty level - final fight here is a walk in the park. It's very linear, too - map literally guides you from one keycard to another. Treat for doom beginners, though. I'm gonna give it 4/5, because despite my views, it's very well done -- Brun Ohn
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I'm usually sceptical of these graphic-intensive wads; the gameplay is usually dire. But these levels are excellent. The maps are large and free-form but not impossible or confusing. The general grimy graphic style reminded me of bits of System Shock and Nintendo 64 Doom. I never listen to music when playing Doom. Lots of clever secrets that seem to involve shooting targets. Generally subtle new monsters, creative and subtle use of ZDoom features (slopes etc). Class.
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This is from the chap who made "Hoover Dam", which is a classic. This is also good fun, although it's marred a little by having too much health (I felt guilty at leaving so much of it behind). There are some nice setpieces on a medium-large scale and this is top of the class circa 1997. The detailing is very simple but not too shabby today.
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This one is attractive and fun, if slightly unbalanced as far as class goes (I think the Mage has a much easier time than the other classes, due mainly to the Sapphire Wand). It even has some optional secrets. There's not much strategy involved in the finale, though...just kill your foes quick, or your're dead. It's actually kind of easy to push the bosses off of the cliff. I even got all three with one disc on one occassion. --TDotW
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BTW, Skulltag used Massmouth, not vice versa. The hissy idea was also nicked. Class WAD with ideas beating modern FPSers, (Including Half Life... Multi-endings) no ultra-irritating enemies (Cough...cough...Zipper bats...cough). Above all it DOES NOT TAKE ITSELF SERIOUSLY AND IT IS ALL THE BETTER FOR IT. Everyone else take note/rip off scripts from this. Slight problem in that Romero and MM sound alike. Infinite\5 stars :)
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OK I just finished this wad and the last 5 levels weren't that hard, I died about 5 times more in MAP09 (damn that fight with all those monsters teleporting and the cyber-class monster, as well as final room with HellKnight (?) class-monsters). The maps were pretty good, nothing to complain, later maps also became easier because health and monster placement was about okay and also got chainsaw! :D I played with AEOD 6.02. I give this wad 4/5! -Doomer95
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Meh. Visually stunning (if very boxy), but unbalanced gameplay. Getting slaughter maps right is an art, and I don't see much of that here. Too much focus on novel monsters, too; gimmicky maps, and poor ammo balance (sometimes too little, sometimes too much). Not sure if custom classes were playtested much in these maps. 2.5/5 for good looks and all that. - ZZ
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Could use some work. Having only two weapons for each class (not counting melee) seems restrictive, so maybe at least four like in Hexen? That was how they did most of the classes in TFC too. First reviewer didn't even test the pyro, that flamethrower is different from the default weapons, and so is that sniper railgun. Pyro could use some toning down though.
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This level is my first try as a Deathmatch level. Damien wrote a map for me during the Math class, and the following Monday we first tried it in a 4-player network play. Now we are proud to bring you the final version, featuring: South-East * The dark MAZE: dodge spectres, hide in the secret rooms and bring back the Rocket-Launcher. North * A long CORRIDOR that you'll have to slalom in, if you want to reach the PlasmaGun. North-West * The ARENA, with the WHEEL OF DEATH, where you'll have your filthiest frags, trust me! East * The WAREHOUSE, also known as shotgun-land. West * The CONTROL CENTRE: one of the switches raises the arena, bringing you surprised targets. If they take the teleport, use the one-way door.THEY CAN'T ESCAPE! Watch your backs, they can follow you. West * The PIT: Visit the Hell Knight and grab the Chaingun. 'Careful, danger comes from everywhere. South * The COURTYARD: use the 2nd switch near the C.C. to access the BFG9000, then hide behind trees! (Be careful not to Exit the level) -
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Whoever thinks this guy is meant to be Jewish so we can play an anti-Semitic game of Doom must surely be on drugs. The sympathiser sprites are AFAIK meant to be a generic western middle-class, middle-aged man and not of any particular race. In fact, they remind me of an doctor of my acquaintance who is the epitome of the stereotype English white male with socialist leanings, beard, cardigan and all :)
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