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- PWAD Review Listing Version 1.0
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
- (Now looking for a Copyright-free DOOM logo :( )
-
- 0. Comments
- This document is based upon OPINIONS, not facts. Nobody
- likes a pwad for the same reason, and some reviews may be
- totally opposite from what you thought of the pwad. As one
- of my reviewers said, "Other opinions may vary, actually they
- almost surely will!"
- I DO NOT DO REQUESTS. Some of my reviewers do, however.
- Contact them, not me. Sorry.
-
- 1. Disclaimer
- No disclaimer. C'mon lawyers, take your best shot! :)
- Quick Exception : All reviews that are copyrighted remain
- so. Contact the author, not me.
-
- 2. Thank you, thank you...
- I would like everyone to know how much of a group effort
- this is. Without the following people, this wouldn't exist:
-
- C. Sheldon (sheldonc@acy.digex.net)
- Chris Hopkins (chopkins@peinet.pe.ca)
- Spawn (saw@eniac.seas.upenn.edu
- William Harris (william@carsinfo.com)
- P. F. Mahoney (p.f.mahoney@durham.ac.uk)
- David Markfield (dmarkfi@indycms.iupui.edu)
- Fotis Jannidis (ue801aa@sunmail.lrz-muenchen.de)
- Bill Devos (watchertwo@aol.com)
- Mark Kornell (Kornell_Mark@pcp.ca)
- Jason Franklin (jayson@stat.tamu.edu)
- Daniel (dmccarty@sitvax.stevens-tech.edu)
- Cameron Newham (cam@iinet.com.au).
- T. Bernard Holmes (T_.Bernard.Holmes%8N1@hyit.oau.org)
- Jeff Cochran (jeff.cochran@usacomputers.com)
- Geoffrey C. Grabowski (gcgst1+@pitt.edu)
- Kevin Humphries (kevin.humphries@m.cc.utah.edu)
- Graeme Merrall (graeme@inferno.manawatu.gen.nz)
- Kenneth S. Forte (fusioncon@cup.portal.com)
- Marselas Herbert (hmarse1@gl.umbc.edu)
- (damoore@flute.calpoly.edu)
- (matmaz@inqmind.bison.mb.ca)
- (jsh91@ecs.soton.ac.uk)
- (kevinw@omni.voicenet.com)
-
- (All of the above reviewed PWADs)
-
- Barry Bloom for setting up the /reviews dir & a little PR
- Barry Bloom for standing up against the evil UNT!!!
- Of course, iD software for giving us something to do. :)
- Myself, Brent Metz (bmetz@ukelele.gcr.com) for
- organizing reviewers and creating this document
-
-
- 3. The reviews...
-
- [To the point] -- (The overall scores)
-
- 11bones 6.5 666 9 amaze 7 arena.exe 4
- atrium 6 avrax 4.8 beholder 6 cortyr_b 8.5
- deadbase 8 e2m2bce 5 fear21 6.5 flash 4
- florzoo1 4.5 forest 9.5 fortress 8 hhh 4.5
- hockey10 6 ledges 7.8 levpack 5.3 ledges 7.8
- legend 3.5 markroom 9 megapack 8.6 mxk_d-11 7.5
- netbeast 2 newtechn 10 octafrag 4.6 octagon 9
- pet 7 quarry11 6.6 shadow 8.8 spit 5.6
- stairs 6.4 stewbeta 1 temple11 8.7 thepits 7.6
- tncross2 9 ttadom11 9 wanton12 8 warhouse 7
- wille1m1 8.5 zzone 6.2
-
- [Short and Sweet] -- Short reviews by Jeff Cochran
-
- 11BONES.WAD
-
- Another excellent file, with excellent graphics, monster
- balance, play difficulty and thought provoking design. Can be
- challenging in multi-player cooperative and deathmatch modes as
- well. The design elements in this are unique, with textures
- matching the design elements extremely well.
-
- 11INHELL.WAD
-
- Extremely unique use of moving floors and ceilings, excellent
- graphics. Unfortunately, another of the "see how many monsters I
- can kill you with you stupid player?" type files. No real
- cohesiveness, just a BUNCH of demons and barons out to get you,
- although if you are really good you can find a chaingun to fight
- them with (hey, at least the nukeage on the floor doesn't sap your
- health...). Play this one in Deathmatch mode with no monsters and
- it'll be acceptable.
-
- 666.WAD
-
- A little tough, especially for an Episode 1, Map 1 level, but
- can be completed. Excellent art, many tricks and traps, but all
- can be overcome with a little dexterity and thought. Can be
- especially tough on standard difficulty levels, but makes an
- excellent cooperative level then.
-
-
- AFRO.WAD
-
- Another fine file, with numerous secrets that take some
- work to discover. Great for Deathmatch play, very good for
- cooperative play as well. Excellent use of textures, teleporters,
- doors, lifts and just about every decent Doom trick or trap. No
- "instant death" traps, the right balance of monsters and weapons,
- and no end to surprises make this a collector's level. LEDGES
-
- An excellent layout, although the ratio of weapons to monsters
- is a little high, making it almost a simple win. This is an
- excellent level for Deathmatch, a little tame for a cooperative
- effort. Great to start on this level and finish through the rest
- of Episode 1, leaves you with so much of an armory you needn't
- worry. Lots of neat graphic tricks in this episode.
-
- DAEMON.WAD
-
- Typical "ha, ha, you're dead" level, start out with a pistol
- facing a baron and see how small a pile you'll crumple into. If
- you're masochistic, go ahead and play it, otherwise, you'll need to
- use a cheat to get off the first few sectors. Disassembled with
- DEU, this one isn't much better. The cheat you'll need is
- definitely invulnerability, a cheat to give you every weapon and
- unlimited ammo wouldn't even help. If you get a chance to download
- this one, pick a different one instead.
-
- DAEMON2.WAD
-
- The author got a few more things working correctly on this
- one, which make it a suitable second to the first DAEMON.WAD - It's
- twice as stupid the second time around.
-
- DEATH.WAD
-
- Not surprisingly, considering the name, this .WAD is a "kill
- the monsters with the shotgun" level. No redeeming values here,
- very little in the way of intellectual tricks or traps, just lots
- of Imps, Demons, Sargents and whatever will shoot and kill you.
- Grab a couple friends and go fire at anything that moves, if that's
- your style. This file also has a few serious linedef problems,
- including some hall of mirrors sections and a particularly nasty
- solid wall that your shells bounce off of, but the imps and
- sargents behind it can cheerfully blast you to bits.
-
- DETHSTAR.WAD
-
- At first glance, this level is pretty stupid, a Star of David
- with teleporters in each point that just bounce you around the
- room, but there's a trick to getting out. A well thought out
- level, but tough, possibly better in cooperative mode or
- Deathmatch. No flaws in this one at all, and a reasonable balance
- of monsters, bonuses and weaponry. You'll need it. This one is a
- definite keeper.
-
- GRRFY.WAD
-
- Not too bad a .WAD file, with much going for it in the way of
- design, but unusually simple to complete. There are far too many
- advanced weapons and bonuses for the number of monsters, especially
- in light of it being for Epsiode 1, Map 1. With a few more
- monsters or a little less in the way of weapons it'd be ideal.
- Makes a decent Deathmatch level, but no challenge for cooperative
- play.
-
- NEWTECHN.WAD
-
- Not really a level as much as a test of new ideas and new
- weapons. Pretty useless except for a rather unique arrangement of
- sectors, such that the steps and floor of a platform are invisible.
- Candles on the levels are the only indicator of where they are, a
- very un-nerving experience (especially in light of the cyberdemon
- in the corner...).
-
- PILLARS.WAD
-
- A very good and challenging .WAD, but simple to finish without
- going through the entire level. The pillars puzzle is more
- annoying than challenging, requiring dexterity more than brains.
- graphics are good, with no obvious flaws, and there's an adequate
- balance of monsters, weapons and bonuses.
-
- PROTO1.WAD
-
- Not too bad a .WAD file, tricks abound but all can be overcome
- (althought he first crushing ceiling is just designed to kill you
- once, you'll avoid it in the next life...). A little heavy on
- monsters, but different skill levels are available. There is one
- *major* problem in this level, the doorway to the second half won't
- open. Examination in DEU reveals a linedef defined as normal
- instead of a doorway, but it's hard to believe the author ever
- played his own creation.
-
- SPIRAL.WAD
-
- Excellent graphics and use of specials, reasonable balance of
- monsters, but really made for multiple players, especially
- Deathmatch mode. Several hard puzzles, including a few that really
- aren't made for single player. Play this one with a friend, but
- pass it up for some better levels for single play.
-
- STONES.WAD
-
- An excellent rendition of a .WAD file, with the right balance
- of monsters, weapons and bonuses. Can easily be completed without
- covering half the level, and has an unfortunate pit full of nukeage
- to grab you the first time through, with no exit available. Will
- easily become one of the classic Doom levels.
-
- THEPITS.WAD
-
- Interesting use of levels, essentially a single path, almost
- a gauntlet to be run to reach the top. Good balance of monsters
- and weaponry, although the rocket launcher is a bit much. A few
- inconsistencies in graphics, moving door frames, slightly mis-
- matched textures, but overall very good.
-
- WALKER.WAD
-
- This level is fairly challenging, but seems a little out of
- place, especially with a Spider Boss on Episode 1, Map 1. There
- are enough wepons to handle the situation though, but only if
- you're quick. One problem is that the level apparently won't end,
- the end switch isn't a switch. Not the best of designs, but
- anything's better than the DAEMON pair.
-
- WILLE1M1.WAD
-
- A small level, and not hugely tricky or populated by some
- designer's definition, but excellent play. Repetitve textures and
- layouts make the mapping function a necessity. A little tough on
- a single player, this would be a good level for cooperative play or
- deathmatch mode. More of a visual challenge than any play
- challenge, it is an unusually tough and fun level. Get it.
-
-
- [In-Depth Reviews, In alphabetacal order]
- Here is a quick list of what each rating means:
-
- 1 - Please stop writing wads!
- 2 - Bad! even for a first attempt.
- 3 - an acceptable first attempt.
- 4 - Good for a first attempt.
- 5 - Average (You'll get better!).
- 6 - Slightly above average.
- 7 - Above average, not bad.
- 8 - Good level
- 9 - This author is great! (Email us your next level Please!)
- 10 - Exceptionaly done, Get this one! (Email us your next level Please!)
-
- Anything below a 5 most categories we won't even bother with, and we may
- recommend that you not get it.
-
- 11BONES.WAD(Review By DrWu)
-
- Reviewers Notes:
- Technically, 11bones.wad is quite impressive, its very clean, and there
- are no unintetional Traps, howver the level is lacking in Chalange...
- You are able to get a Shot Gun and Chaingun very early on... making
- it very easy, on all but the higher skill levels...
- I was able to get all 3, 100%'s on ultra vilolnce in 7 minutes.......
- the Level makes for a very Fair deathmatch...up to four players...
- all warp relatively close to weapons...however...due to the Size of the
- level...things could get very crowded with 4 players....
- Over all this level would make an o.k. replacement for the original E1M1
- due to its small size and relative ease.
-
- Ratings:
- Challenge: 3 (realatively easy, on all but Ultra Violence)
- Design:6 (interesting, but small, not a lot of secret areas)
- Technical Ability: 9 (very good...supports skill levels..very clean)
- DeathMatchability: 7 (4 players, all players warp next to weapons)
- Total Rating: 6.5
-
-
-
-
- ----
-
- 666.WAD(Reviewed by Chris Hopkins)
-
- Author: stimson@leland.stanford.edu
-
- 666.wad is a mission that currently replaces Episode 1 Mission 1
- (although I recommend e3m4 or somewhere in that vicinity). It is an
- `Inferno style' WAD featuring many of the more difficult monsters including
- Cacodemons, Barons of Hell and Invisible Demons. It is a rather large
- level and I personally thought it was very well done and planned out.
- There is plenty of challenge for the die-hard Doomer and I also thought
- that the skill levels were well thought out and fair. So whether you like
- a challenge or not, I recommend this WAD! (On UV mode I found myself
- typing IDKFA more than once ;) Another thing I like about this WAD is
- that it has plenty of decoration which makes it more like a level from
- iD. It has plenty of hanging bodies and other things to set the mood of
- the level, which can be very important.
- There's not really a lot to say on the downside for this WAD! I
- found it to be an excellent WAD and very enjoyable to play. The only
- thing some gamers may not like is it seems to be targeted for the single
- player more than those interested in multi-player gaming. (Though this
- probably would make a good level for co-op mode).
- All in all, I highly recommend you add this WAD to your collection.
- It puts many WADs I've seen to shame (including mine by far! ;)). So,
- check it out!
-
- Difficulty: 8.5
- In UV mode it is fairly hard and there's still enough challenge in ITYTD
- mode to give the novice Doomer a run for his money!
- Playability: 7
- The level seemed fairly playable though it's size could be confusing to
- the novice Doomer at times.
- Overall: 9
- This author is deservant of a 9 for the work he put into this WAD. I
- highly recommend it for the `bored and looking for a good challenging WAD'
- Doomer. ;)
-
- ----
-
- AMAZE.WAD (Review By Tom Holmes)
-
- Author: Jeff Cochran
-
- Episode/Level: 1/1
-
- Excerpt from the accompanying text file -------------------------
-
- Description :This started out as an experiment in learning DEU,
- and just grew into this .WAD file. It's got a
- little of everything a new DEU user would need to
- spend time figuring out, different doors, wall
- textures, steps, lifts and more. It's meant to
- replace Episode 1, Map 1, so there ain't no
- Cacodemons, rocket launchers or instant death traps,
- if you're into that stuff you'll need to wait for
- my next effort... ;)
- -----------------------------------------------------------------
- Brief Synopsis --------------------------------------------------
-
- Amaze is a simple, playable PWAD that was quite enjoyable, though
- brief. Functionally, it's quite comparable to the original E1M1.
- With the exception of a few minor problems, Amaze is very well
- put together, especially for a first effort.
- -----------------------------------------------------------------
- Detailed Review -------------------------------------------------
-
- First the problems: In the second room there is a secret door
- that has no differentiation from the surrounding wall textures.
- This isn't a serious problem since you'll have to find it to get
- past the second room. There are also a few, minor construction
- problems that cause some texture bleedover from one sector to
- another. The last problem is that some of the doors don't have
- good texture alignment.
-
- There are no strange or unique effects used on this PWAD. But
- for what it does, it does quite well. I got through this one
- on the first attempt without running into any serious problems.
- One improvement that might be made is a few more monsters and a
- little less healing.
-
- The centerpiece of amaze was, you guessed it, a maze. It wasn't
- an overly complex maze, and with the help of the map, it was
- easy to cover. The other areas in the level all branched out
- from the maze. One clue, look around, maybe even shoot around in
- the nuke room. There's something sneaky going on there.
- -----------------------------------------------------------------
- Quantitative Assessment
-
- Graphics: n/a
- Sound: n/a
- Complexity: 4.5 Pretty darn simple
- Gameplay: 7 Enjoyable enough
- Overall: 7 A good, solid wad, if uninspired.
-
- ----
-
- ARENA.WAD (Review by William Harris)
-
- Arena.wad is an example of a "concept" wad, featuring essentially one major
- idea without a lot of other complexity or subtlety. Arena gives you one
- large 10,000 unit square "arena" (hence its title) with a catwalk along the
- edges, filled with enough monsters to make it dangerous and enough weapons,
- ammo, and miscellaneous stuff to keep a deathmatch going at full blast for
- quite a while.
-
- Unfortunately, that's it. There are no puzzles, no secrets, and little
- other gameplay.
-
- Design: 4
- The author accomplished pretty much what he set out to do, Ambitious to an
- extent, but it's really too simple for great play. It's good for
- confrontational deathmatches.
-
- Complexity : 2
- One big square open area. What more can you say?
-
- Gameplay : 4
- Really depends on what you want out of a deathmatch level. If you want
- sneaking around and chainsawing your friend in the back, this ain't the
- level. If you just want to slug it out with BFG or rocket blasts at 150
- meters, this level is probably built for you!
-
- Balance: 7
- Some people might find the central arena irresistible for half a dozen
- Spiderdemons or Cyborgs, but the author resisted this temptation and stayed
- with a fairly decent combination of Lost Souls, Cacodemons, Demons, and the
- assorted former humans.
-
- Level Flaws:
- Possibly due to the use of long lines (each side of the arena is a single
- line about 9950 units long), or due to some other defect, there is a
- "floating wall" illusion that occasionally pops up near the middle of the
- arena, and one of the walls in the startup area for player 1 (probably the
- startup areas for other players also) occasionally turns invisible.
-
- Overall score: 4
- Not much of a challenge, but it wasn't intended to be a challenge. Cannot
- be used to replace existing levels, since there is no exit. Has some minor
- level design flaws that don't effect play.
-
- ----
-
- ATRIUM.WAD(Review By William Harris)
-
- The action starts up in a largish room littered with trees and tree stumps,
- with the center open to the sky (the atrium of the title). I was quickly
- attacked by imps, but there's a shotgun and ammo readily available. Some
- dodging and shooting, and I was done with them. I quickly proceed through a
- couple of smaller rooms and then hit... The Barrel Puzzle. I died a couple
- of times and am not real sure I hit the author's intended solution, but I
- got past it and into the second largish room that contains a lot of enemies
- on platforms. A bit of ducking and weaving (well, actually a LOT of ducking
- and weaving), and they're polished off. I grab the key and move into the
- keyed doorway. Through a couple more rooms and back to a familiar area. I
- notice a skull pushbutton I'd swear wasn't there before. Punch it and HOLY
- SxxT!
-
- This is a small level, but well thought-out and quite entertaining. Seems
- pretty suitable as a replacement level for E3M1, E2M1 or E2M2. There are
- both puzzles and surprises, and an excellent use of a sudden blackout in one
- area. About the only minor problem I noticed was that the stairs up into
- the final area were too steep for the enemies to descend - but this does
- provide a shelter to duck into to avoid the critters in the area, so it may
- have been deliberate. Excellent difficulty differentiation; more monsters
- for each level of difficulty.
-
- Design : 7
- For single user mode, about the only thing I could think of to add would be
- more secret areas, but then E3M1 itself only has one, so I wouldn't complain
- too badly about it. There may be a high fatality rate from the barrel
- puzzle solution, but the author clearly warns you about it in the
- accompanying text file.
-
- Complexity : 5
- A short, simple level but with an interesting puzzle and enough fun
- surprises.
-
- Gameplay : 6
- For an E2M1 or E3M1 intro level, very good. I'd expect a lot more from an
- E2M2 or E3M2 replacement level, but this does quite nicely for its purpose.
- For such a small level it has good gameplay value.
-
- Level Flaws:
- No noticible texture problems or HOM effects. The barrel puzzle might make
- it a bit too difficult for a true M1 replacement, but that could be fixed up
- pretty easily by setting the barrels to appear on Hurt me Plenty or
- Ultraviolence. This level does have one major flaw - the lack of
- multiuser support. There isn't even a starting location for players 2
- through 4. It could be converted to a pretty good Deathmatch or cooperative
- level easily enough - looks like the author just forgot the multiuser
- possibilities.
-
- Overall: 6 (call it 8 if multiple players were supported, I'd score it 8
- for single-player purposes.)
-
- ----
-
- AVRAX.WAD(Review By Daniel)
-
- Author : John Lindsey
- Description:
-
- If you like huge deathmatch WADs this one's for you. Avrax con-
- tains gargantuan numbers of ammunition, and running out of ammo
- will happen right after cows begin to fly. Avrax is sort of
- just a bunch of rooms, with some hallways put between them. I
- couldn't find a theme for the area, but maybe I missed something.
-
- Avrax only plays as a multiplayer game (i.e., no monsters) and
- loads as e3l4. Lindsey says that it loads on this mission for
- the fact that "I like the music." Well, there is no music. The
- "music" on this level consists mostly of a bunch of sonar-like
- pings and other effects.
-
- * * *
-
- If you've read this far I've really got to congratulate you,
- because I have no idea why I've even written this far. To harp
- on the obvious just a little more, loading doom with -wart 3 4
- is sort of a pain, and one of my doomates forgot and crashed
- the game on us (thanks, Sam).
-
- Avrax has a lot of rooms and a lot of ammo. The only room of
- interest maybe is a huge room with a skyscraper elevator. To
- console ourselves for playing a WAD in which we wandered around
- for twenty minutes and only managed 21 kills between us, we
- watched each other jump off this elevator as it neared the top.
- Quite a sight.
-
- Basically, playing Avrax means wandering around for a few minutes
- until you see someone, then holding a rocket-expenditure contest
- with your new-found death partner. Of course, the loser of this
- contest isn't the person who gets rid of the least rockets, but
- the person who gets rid of the one that kills you.
-
- Other than the fact that there's three plasma rifles, one BFG9000,
- three (?) chainsaws, and about four shotguns and chainguns (read:
- weapon overload) the textures of the rooms are ghastly. I'm not
- sure why Lindsey chose to include almost every texture DOOM.WAD
- contained in his level, but maybe I don't want to find out. As
- a believer in some sort of theme for a level, I found looking at
- the myriad of colors in each room somewhat annoying. Also, the
- "door and a half" part, where it was too wide for a standard door,
- so it looked like a door and a half, looked pretty crappy.
-
- Lindsey says he's from Georgia Tech. Come on, you ramblin wreck,
- you can engineer a better level than that. ;)
-
- On scales of 0 to 10:
-
- Layout: 6
- Textures: 2
- Difficulty: 4
- Huntability: 6
- Funness: 1
-
- On a Cameron overall scale of 0 to 10, AVRAX.WAD scores a 4.8.
-
- Level Hint: Get 50 rockets, 300 cells, 200 bullets and 50 shells
- and sit yourself down in a corner. Fire waves of
- death at the first unfortunate that happens along.
-
- ----
-
- BEHOLDER.WAD(Review by P. F. Mahoney)
-
- ---------------------------------------------------------------------------
- From BEHOLDER.TXT:
-
- This WAD was created by Alex Cannon (Jeffrey Cannon- playtesting)
- using DE_250B4.
-
- Feel free to email me (acannon@cyberstore.ca) with comments and suggestions.
- I'm particularly interested in how difficult people find this level... that's
- w/o cheats guys...
-
- This level is complete, but I was planning on adding a hell of a lot more!
-
- Alex
- 4/02/94
-
- ---------------------------------------------------------------------------
- Review :
-
- There is a fine line in a level between making it so difficult that
- you get frustrated and give up and making it so easy that you just
- walk through it. Beholder moves past the "man, this is one tough
- level" and enters the "forget this, this is just too damn hard" zone.
- It's a well-put together level in terms of surprises and tricks as
- well as in the placement of new weapons. In fact, it is extremely
- good at giving you just the right weapon just before you need to use
- it. And before I started critising it, I also must admit that
- several of the ideas used in it were very, very good ones.
-
- On the negative side, there is at least one place where you can get
- stuck completely (so that you have to restart or type 'idspispopd' to
- get past it), most of the textures don't line up very well, there isn't
- by any means enough ammo to kill everything, and the lighting in the
- level doesn't really try to be atmospheric (it's either there or it
- isn't). There is also one wall that the monsters can shoot through
- (but you can't see them, shoot back, or walk through the wall). But
- these are all things that keep the level from being truly great, what
- really breaks this level is the difficulty. As I sat there at 4%
- looking in vain for a medkit with 25 shells and 75 bullets, and
- thinking "it's gotta end soon", it did, because one baron, two beholders
- and two invisibles came at me. I got all but one beholder before
- biting it for the 12th time in ten minutes and decided enough was
- enough (idkfa - so that I could review the damn thing and get it over
- with).
-
- In the text file, the author wonders how difficult people will find
- the WAD, I have to say that I found it extremely difficult. After
- playing the round what must have been my 20th time, I went off to
- play E1 M9 on respawn for a challenge I actually had a chance at
- doing.
-
- Graphics(If applicable) : 6
- Little choice of textures, textures don't align.
- Sound(If applicable) : N/A
- Design : 8
- There are several 'tricks and traps' in this WAD that I recommend
- other WAD builders look at. The overall design of the floorplan
- is very good.
- Complexity : 5
- The WAD is only average in complexity and in size.
- Gameplay : 6
- As I said before, this is a very difficult level with plenty of
- challenge in it. If you enjoy a rock-hard challenge, this is the
- PWAD for you.
- Overall : 6
- It's certainly better than the average WAD, and if you finish with
- the best of the new PWADS and are looking for a well-built level
- with a seriously high challenge in it, have fun!
-
- ----
- CJME2M1(Review by David Markfield)
-
- From the text file of CJME2M1
-
- >This is just one of the rooms that I have been trying to build
- >into my new level. This is the only room that I am having
- >problems with. The main source of my problem is the center
- >piece in the large room. When I have it in there I get some
- >major clipping effects. I have tried to isolate the problem
- >by putting a wall around the center structure and this seems
- >to make the problem go away. I need help determining if this
- >type of setup just cannot be done, as I want to get my level
- >up an running for all to share. Please check this out and
- >let me know if you have any suggestions.
-
- I did not proceed with a review on this, as this WAD is currently
- available so that others may assist the author in designing the level.
- The area in question is a huge pentagon (I think) shaped room. It is
- accessible through any one of three ways...two ledges and a door.
- However there are MAJOR clipping problems no matter where you look.
- In particular these clipping problems are center around a platform in
- the center of this room. As I am still trying to ge a handle on
- designing levels myself I am unable to offer the author any assistance.
- However I would encourage some of the more veteran designers to take
- a look at this WAD and help the author out.
-
- ----
-
- COURTR-B.WAD(Review by David Markfield)
-
- From COURTYR-B.TXT :
-
- >Try it out, it *is* worth your download time :)
- >More toward the atmosphere of an ID level, hope you like it.
- >
- >
- >Michael Kelsey
-
- Seeing these words I was definately intrigued. A level trying to be
- more like ID and by none other than the author of STONES. With that
- I went about downloading the file. COURTYR_B (hexidecimal version of
- COURTYARD) comes with 4 files, the PWAD, an LMP to help those who get
- stuck, a credits file and an info file.
-
- From the information file:
-
- > ........ This level is extrememly difficult for myself,
- >and I consider myself a *very* experience Doom player. Included with the
- >level is an LMP (demo) demonstrating the quickest routes to completing the
- >level. I had to re-record *many* times because I exceeded the 15 minute
- >recording limit. Also, I got nuked several times when attempting to cut
- >corners and bypass some of the trouble; it didn't work :) Anyhow, if you
- >get stuck (say you can't find one of the keys), watch the LMP, it should
- >clarify any confusion that may abound.
- > Yes! There is a central CourtYard for you pleasure. Also, through-
- >out the level you will find a power reactor, power conduits, big, big,
- >lights, a lamppost, a huge pit, jail bars, secret elevators, and some very
- >idle barons awaiting your company :) This level has been tested deathmatch,
- >and, believe it or not, I got my butt fragged even though I designed the
- >level! I admit that there are not enough linkages to fully enjoy DeathMatch,
- >but, I hope someone else will test out the level and see how it works for
- >them.
-
- In addition the author includes a bug notice regarding some clipping
- and texture problems....nothing too major to significantly detract
- from the level. You notice them on top of one of the elevators and in
- a slime pit you encounter.
- Finally the author includes a note that the level is not truly what he
- had intended...however due to compiling problems, extra doors, etc...
- were included....here is his disclaimer:
-
- > Lastly, *please* don't use this level as an example. As I stated
- >earlier, this level was only 75% complete, meaning I had to pull some
- >strings in order to keep the level flowing.
-
- Well after reading all that I was somewhat apprehensive on the one
- hand...STONES was quite solid but on the other the author was stating
- this PWAD had some problems...well onward...(on UV)
-
- You emerge in a hallway...with cages on both side and two doors. Well
- never believing in wasting ammo if i don't have to I ignore the cages..
- and go for the doors.....courtyard is dim....looks empty but looks can
- be deceiving and theres a machine gun in plain sight....I can smell
- trap....but there's only one way to deal with a trap.....that's to
- spring 'em....and what a trap it is.... and courtyard takes off from
- there.
- Object placemnt was great on this WAD. As was placement of monsters.
- It seems at first like it could be excessive but trust me there is a
- way to survive and to kill all. There are alot of interconnecting
- rooms so you must be constantly on your guard...there is even a small
- maze for the maze fanatics....though nothing too excessive for those
- of us who can live without. The authors description gives a good feel
- for the WAD which I appreciate. There are lifts, lamps, variable
- lighting...secret doors, timed doors, and traps....my kind of level.
- The only criticism that I really had was that once you figure out how to
- access the exit you are stuck. Once you trigger the doorway and enter
- the exit chamber there is no turning back....but other than that a truly
- awesome level. I encourage everyone to check this out....and while
- difficulty levels are present....this level is made for UltraViolent.
-
- Graphics : 8
- This could be capable of more but as the author stated there are a
- few problems. However all in all graphics are great. In particular
- I was impressed by the fact that a lot of new graphical features were
- introduced or that different twists were put on others.
- Design : 9
- Nice mix of secrets and traps.....couldn't just stand and frag...had
- to think your way through a number of situations.
- Complexity : 9
- Long and difficult no two ways about it. But then again the author
- stated that upfront...this one is a true challenge.
- Gameplay : 8
- I REALLY enjoyed this one....it was tough but it kept you on your
- toes....my time didn't hit the sucks level but I was damn close :)
- Overall : 8 1/2
- Design probs hold this back a little but not much. I'd love to see what
- this level was originally supposed to look like. It is a pleasure to
- play and review WADS like this. Michael Kelsey has shown again why he
- is one of the top PWAD designers around. I look forward to his next
- effort.
-
- ----
-
- DAEMON2.WAD and DAEMON.WAD(Review By Fotis Jannidis)
-
- The author writes:
-
- This is version 2.0 of deamon.wad. It's a standard level
- with a deathmatch component. I haven't tried it in
- deathmatch (yet).
-
- Author: Cameron Newham (cam@iinet.com.au)
-
- I can't add much information. When the "green cleared" I
- found myself in a small room and had only a pistol. On one
- wall a sign, which could mean 'Beware of the daemons'. So I
- tried this door. A baron. Well, to cut a short story even
- shorter: a pistol, a small room and a very determined baron
- ...
- The green clears. Stay away from this sign. Try this door.
- An imp or two, nothing really to talk about. But around
- this corner it certainly is a little bit dark. Hoppla. Oh,
- an acid pit, how wonderful, no exit on this side, no exit
- on that side. It is dark and rapidly getting darker...
- The green clears. I tried the third door, found a switch.
- Entered the second door and before I had a chance to fall
- into the acid pit twenty or so imps persuaded me to try it
- again.
-
- I died at least 15 times, tried different difficulty
- levels, but couldn't see any difference. At last I chose
- iddqd, and started in god mode my way through to many imps
- and this wonderful aggressive baron in the very small room.
- And I killed and killed and killed. And stopped: "Hey,
- that's a game, not work."
- If you do like the sheer work of putting daemons to death
- this level could be something for you. I do not. I prefer
- my killing to be a little be more refined, that is the
- reason why I like DOOM.
- Maybe this level is wonderful after the first few rooms - I
- can't say, because I haven't tried - but I doubt it. There
- is a very depressive air of too much and too many in this
- beginning.
-
- BTW: Twice the corridor showed a mirror
- effect.
-
- ----
-
- DEADBASE.WAD (Review By Bill Devos)
-
- Author: Alberto BARSELLA (alberto@astrpi.difi.unipi.it)
-
- **** Reviewers Note ****
- Be sure to read the .txt file before playing this level
-
- And now on with the review!
-
- [The Green clears ... (or the screen melts away to show...) ]
- I spin quickly, but no need. I'm standing safe and secure at
- my post as I recall the conversation I had with General Vitesse.
- I quickly gather all the weapons I can carry, as ordered and
- teleport to the surface. I chose to teleport far outside of the
- base, just to be safe. I walk forward toward the small city that
- made up the base, looking for the reason Lt. Morrison had not
- responded.
- I considered walking a peremeter around the city before entering
- any of the buildings, but I must be getting old and lazy. I
- approach the first building and kick the door open.
- Time passes.......
- Well, Morrison must have survived for some time, he seems to have
- left a trail of death too, I've cleaned up a lot of his mess, I
- guess it's time to enter the main building. I spot the large
- double doors and toggle the lever to open them... Damn! It jammed
- part way up! Now I'll have to enter via the much narrower, much
- more dangerous back door! I wonder if Morrison cleaned up in here
- too? Well only one way to find out!
- As far as a theme goes, this one takes it above everything I've
- seen so far, very well done. I don't go around looking for texture
- problems so everything looked pretty good to me. It was very
- believable the way you walked up the stairs to the upper floor!
- If this is (as I expect) a level 1 to his episode, then it's pretty
- good. Yes, it is a walkthrough (if you're careful) but that's ok,
- it has very effectively set the theme for the level to follow, and it
- has supplied you with ammo for the coming levels. It wouldn't hurt
- to sprinkle a few more monsters in here and there for version 1.0.
-
-
- Watcher rating for Design?
- 10 (I just loved this level's design and theme!)
- Watcher rating for Game Play?
- 6 (Considering that any player to get this wad has
- completed E1-3 already, it was a bit simple)
-
-
-
- ----
-
- E1L1KP.WAD (Review By Bill Devos)
-
- Just overwhelming monsters in 2 rooms. Build time? 5 Min.
-
- ----
-
- E1M7BCE.WAD (Review By Tom Holmes)
-
- >From E1M7BCE.TXT:
-
- --------------------
- Totaly NEW level for DOOM. Used DEU v5 Beta4 to remap!
- This level is not finished yet, but feel free to look
- around. There is no end-level switch, so you'll have
- to use IDCLEV to pass. This level took about 4 hours
- to build so far, and it is not _near_ done. When its
- done, it'll be good for both multi- and single-player
- modes. Any comments or suggestions are welcome. Have
- fun!
-
- Brendy Ebel (jebel@spu1.uwsp.edu)
- --------------------
- This is one particular wad that we shouldn't have reviewed. The author
- (as you can read above) released it at a very early stage of
- development, and, with the exceptions of an interesting teleport/keycard
- shuffle, doesn't have much in the way of redeeming qualities.
-
- ***** This designates 'spoiler' material that may detract from the fear
- factor of the level (if you choose to read it).
-
- This wad is very short, with no end of level switch. The single
- interesting aspect of E1M7BCE is the need to teleport back and forth
- between two rooms, throwing switches and collecting key cards as you go.
- Each jump opens slightly more of the level to you. It didn't take long
- for me to run out of level, so I cranked up deu 5.1 to see what I was
- missing. The danger level in E1M7BCE is about what you'd expect in the
- typical E3 level, at least in the beginning.
- *****
-
- This section is a quantitative assessment of E1M7BCE:
-
- Graphics (if applicable): n/a
- Sound (if applicable): n/a
- Complexity: 4 Should improve dramatically when finished.
- Gameplay: 6 It was fairly interesting while it lasted.
- Overall: X I'll reserve judgement on this one until I can give it a
- fair test (i.e., after it's finished).
-
- ----
-
- ELEVATOR.WAD(Review By Bill Devos)
-
- A Wad to avoid (to prevent wasted download time).
-
-
- ----
-
- FEAR21.WAD(Review By Tom Holmes)
-
- >From FEAR21.TXT:
- --------------------
- Get ready to experience true FEAR!
- FEAR21 (episode 2 level 1)
-
- warning! this is an ADVANCED level !
- It plays well in multi player mode and features some nasty adversaries
- in some very interesting tactical environments.
- Fear21 has been well tested in both multiplayer and single modes,and if
- played skillfully, you will have all the equipment and ammo you (and your
- group) will need to leave this horror alive.
- This level was designed to be exciting and challenging for advanced players
- even especially when the player is familiar with the layout, so if you
- keep getting creamed at first, try a lower difficulty level until you
- know the layout better. Have fun!
- Fear21.wad was created using deu5.0 by Walter Humphrey .
- Comments? write to tremmor@netcom.com.
- --------------------
-
- Since this is the first PWAD that Brent Metz asked me to review, I've
- had to develop a methodology that will both provide a fair assessment of
- this PWAD and still allow enough flexibility to handle future efforts.
- The following review is the result of that endeavor.
-
- Reading the above text file that was included with FEAR21 caused me
- some trepidation--I was concerned that this WAD would be another example
- of an author who wanted to see how many nasties he could pack into one
- level. Fortunately, while there were an overabundance of
- extraordinarily dangerous critters, it was also well stocked with fun
- and interesting ideas.
-
- ***** This symbol designates 'spoiler' material that may detract from the
- fear factor of the level (if you choose to read it).
-
- FEAR21 is divided into four main sections. The first is a gauntlet
- consisting of a long, straight corridor with plenty of fireball throwing
- badguys at the other end. Alcoves are built into the hallway at regular
- intervals, allowing you to duck-and-cover your way down the hall while
- avoiding the machinegun-like fireballs coming down the corridor. With
- the exception of the baron, the monsters you will face are well balanced
- against the weaponry that is available.
- The second section is both the most interesting and the most
- unbalanced of the four. Walter shows an extensive understanding of
- raising and lowering ceilings and floors. One criticism I have of this
- section is the abundant use of columns as walls. These columns will
- often disappear at certain angles, making it difficult to navigate.
- Once you figure out how to get into the central platform, superweapons
- are plentiful. The problem is getting to that point. This section is
- rife with barons, with a spider demon and cyber demon tossed in for good
- measure. While the super-heavies are reserved for the latter part of
- the section, there are simply too many barons firing at you at one time.
- This is the section that really does need more than one player.
- The third section is interesting in that it uses a very narrow
- ledge running around the perimeter of the room. The floor is covered
- with painful glowing stuff, but there are two lifts available for those
- that manage to fall in. A disturbing feature of this section is a
- stationary platform with sky textures on the floor. Strange effect.
- The last section has a narrow nonlinear catwalk that must be
- crossed while a baron hurls fireballs at you. Of course, if he hits
- you, plooooop, you're in the radioactive goo. The ending is somewhat
- anti-climactic after the second section, but at least the section is
- more balanced and playable.
- *****
-
- This section is a quantitative assessment of FEAR21:
-
- Graphics (if applicable): n/a
- Sound (if applicable): n/a
- Complexity: 7 a fair amount of strategizing muust be done to complete.
- Gameplay: 4 too many high-end nasties at one time.
- Overall: 6.5 well worth playing, if only for the clever and original
- constructs Walter has dreamed up.
-
- ----
-
- FLASH.WAD(Review by Bill Devos)
-
- Author: J.D. Frazer
-
- This is my first attempt at a big WAD file. I used mine1.wad as the basis
- [--- Cut non review related info ---]
-
- This is a very nice wad for a first attempt, I don't know what
- mine1.wad looked like so I don't know how much is whos but I did find
- a place that if you "search" the wall, you end out in HOM land
- and if you're lucky you may get out!
- I played on Ultra-Violence as usual, I found this to be a walk through
- level (ie. I walked through it once to complete it, never died). There
- are some interesting ways to use barrels to kill off the bad guys to
- conserve ammo (if you want to), I do that out of habit if I can, and
- an interesting barrel trap.
- I found 2 major problems with the design of this level:
-
- 1) The usual beginners "put the monsters WAAAAAAYYYYY up on the wall
- so they are a pain in the butt to see, if you can't see them when
- you fire, it's a miss, so they're hard to kill. (There is a way to
- get up there if you want to, maybe that was the intent)
-
- 2) The author saw fit to have a line def that had no Sector reference
- (It refered to sector ref 0, the default) and was a trigger for
- lights out, so when you walk across it the entire level goes dark!
- Yech! I hate that! (just a personal preference, others may like it)
- This review may be slightly tainted (with dislike) because of unusual
- circumstances.
-
- ***** SPOILER AHEAD *****
-
- When I ran the level the first time I attempted to record it out of
- habit (I often send the lmp's to the author of new levels for them to
- get a feel for the learning curve required on their new level), When I
-
- HERE IS THE SPOILER.. SKIP IF YOU WANT TO PLAY IT
-
- got to the star the first time, I crossed it to get the blue ball and
- all the lights went out. I continued playing (I was no where near
- done with the level) and wandered around for what seemed like forever
- with the lights out, then ran out of time (DOOM 15 Minute recording
- limitation). When I ran it again later I avoided that star at all
- costs, you don't need the ball, and I didn't want to play in the dark.
- I didn't realize that it was the key to exiting the level. I got very
- frustrated trying to find the end of the level!
-
- ***** SPOILER OVER *****
-
- All in all a VERY good first attempt (depending on how much was done
- by this author and how much was borrowed, I look forward to your next
- level, make it harder! (Not bigger monsters, harder doesn't mean
- putting me in a dark room with a Cyber Demon! Harder means creating
- a situation where I'm constantly having to watch my back because
- monsters are sneaking up behind me, or something more like that.)
-
- Watcher rating for design?
- 6
- You need to clean up that HOM, it was nasty!
-
- Watcher rating for game play?
- 2
- It was way to easy!
-
- ----
-
- FLORZOO1.WAD(Review By Kevin Humphries)
-
- The opening scene slides down my monitor to reveal a large door just
- to the right of me. I turn around to survey my position and any possible
- threats to my safety. I immediately am drawn to the shotgun sitting only
- inches from my feet. I re-assuredly walk over and pick it up. A small
- grin crosses my face in anticipation of what to come. As I am looking down
- at the ground, I notice that it appear to be one big patch work of
- every floor tile I had ever seen in my past DOOM'ing experience.
- (Interesting concept, I thought). But I wasn't here to admire the scenery,
- so I started down the hall. My nerves are like steel, my reflexes honed in
- on any thing that could move, for any threat to my safety. I run past
- hall, after hall, nothing. Slightly disappointed I enter a new found door,
- hoping for the best, again no sign of enemy life. I begin to wonder how
- this could be a floor display/ZOO when it had no bad guys to "look" at. I
- open the next door, to my surprise there stand two sergeants ready to
- volley shots with me. Luckily my reflexes are faster than my brain, and
- they both find themselves on the ground.
-
- I then take the right corridor. Upon entering the next room, I see
- the famous "Weapons Display", mentioned in the text file. I remember the
- explicit "ZOO Rule" that the weapons display is not to be touched, but the
- BFG9000 call's my name. I am not sure that I can resist it. My iron will
- crumbles to a high power energy weapon. I run to get it but find that the
- pedestal is too high to climb on, and too large just to reach in and get
- it. So I do the next best thing, search for a button or something that
- will lower those weapons.
-
- ( Here is where I have my first big complaint about this level. When I
- go to check the door, it informs me that I need a blue key. I personally
- like to see the colored trim of the required key, but this might just be my
- personal taste.)
-
- By now I'm slightly upset that I can't have my weapons, so I leave
- and search the other corridor. Nothing but another display. So I proceed
- to go back to the big door at the beginning. As I near this impressive
- structure, my mind trails to thinking about the "beasts" I am about to see.
- With my shot gun ready and 10 shots, I open the door. Silence. I
- hesitantly enter the room. On both sides of me I see a "cage" with several
- of one kind of enemy inside, all facing backwards so as not to see me. I
- see monkeys, bald beasts, invisible beasts, former humans, sergeants,
- cacodeamons, if you were to name a monster it would be there. I go from
- inside the building to outside, where I see the dread Spiderdeamon.
-
- The ZOO rules enter my head, especially "Do NOT feed the beasts" and
- the rule about being quiet so as not to disturb the animals. I turn around
- and notice two tunnels, I decide to take the right tunnel. It slowly winds
- down and around getting progressively darker. (I was really impressed with
- the way this was done, the light change is not really noticeable until it
- is quite dark, and the whole time your senses are acute for any movement or
- sound. Very well done in my opinion.) As I enter the room I notice an
- invisible deamon in the far corner. I let a shot ring out, and realize
- that it now is echoing up the tunnel. I listen in horror as all the beasts
- that I passed roar to life. I finish my job in this room, pick up the
- needed items, and begin running for my life. As I come out again into the
- daylight I see a frenzy in each cage. Running I somehow manage to make it
- out alive. As the door closes I see a bench on the other side. I decide
- to sit down and take a breather. Green envelopes my sight... where will I
- land??
-
- I'll leave it like that, if you are interested in seeing where you
- land then you need to play the level. However I didn't find the level all
- that exciting. It is the author's first attempt, however, or at least that
- what it said in the associated text file. The "ZOO rules" are a nice touch
- and if you follow them you will not get to badly hurt. That leads to a
- boring game. If you do break the rules the excitement increase
- exponentially. But you never find any armor that could help you avoid
- dying prematurely, which happened a few times to me. The author does stick
- to a theme, somewhat, which is a plus on his rating.
-
-
- Watcher rating for Design?
- 5
- Watcher rating for Game Play?
- 4
-
- ----
-
- FOREST.WAD ver 1.3 (Review By Bill Devos)
- Author : Jean-Serge Gagnon
-
-
- [The Green clears ... (or the screen melts away to show...) ]
- I hear a shot, Shit! I spot the rifleman and take him out, luckly
- he only nicked my shoulder. I had better search the area quicly before
- that happens again! I look around me and see lot's of green walls, I
- sniff for slime... nope but the faint scent of hot lava hangs in the air,
- I continue to look around. I'm on the 'safe' side of a wall separating
- me from serveral nasties HeHe, I notice a switch and toggle it (wonder
- what that did... ). I dodge around a bit to see if I can start a fight
- or two, then I decide to leave those nasties for a later date when I have
- more ammo.
- Parts missing here.... HeHe....
- I notice some writing on the wall and begin to read... Sheesh, not
- already, advertising in DOOM? Damn... but wait, down here at the bottom
- is more writing... hmmm, that informatin could prove to be usefull!
- This is a very well done set of levels! I enjoyed these as much as
- I might have ID's interrum release. (NO there is none... I'm imagining!
- Please don't start any more rumors!)
- I loved the signs on the walls as much as I hated the advertising. Why
- advertise here? It detracts from the game, I'm into the new world you
- created and then I have to leave to read your advertising... please don't
- do that! As good a job as you did on these wads, we'll remember who
- made them! OK Jean? One more note on this subject, do you really think
- you are so good that you should Overwrite ID's credits? Are you taking
- over ID or are you just saying that you are better than them? Please
- find room on that screen for your credits, the colors you have used will
- make them stand out just fine.
- Whew, now that I'm done yelling at Jean... let me pat you on the back,
- shake your hand, whatever, I'm impressed! You have designed 3 levels that
- fit a theme and fit well together, as well as made them challenging and
- fun! I even used the demos to help me get through the 3rd level. BTW
- Jean, if you'd like I'll redo those demos for you, the game quality is
- as good as ID's (almost) but the demos... well, let me know if you'd like
- ID quality demos as well and I'll make some for you.
- There are still a few spots with a bit of HOM (what a shame huh?).
-
- Watcher rating for Design?
- 9 (clean up that HOM and you have a 10!)
- Watcher rating for Game Play?
- 10 (I had a blast... I think I'll go play them again!)
-
- ----
-
- FORTRESS.WAD(Review by Bill Devos)
-
- Author : Curtis M. Turner II
-
- Secrets, yes there are alot of them ;) Don't expect to find them
- all the first few times through (unless you're one of those cheating
- types, then hey more power to ya), but none conceal "must have" items,
- just boons. I manage to come off the level with max health and armor
- on Ultra-Violence, but then I know where the secrets are. One hint:
-
- Take a few seconds to look around, I'm sure something will pop
- up, especially early on. (Spoilers way down at the bottom.)
-
- Another hint, well nah, you'll see the first time you play ;)
-
- And now on with the review!
-
- [The Green clears ... (or the screen melts away to expose...)]
- I immediatly pick up my shotgun (I think I'm going to like
- this one!) and look around the room. I'm standing in front of
- a large wooden door, the room seems to be made of steel, slightly
- stained (are those blood stains? HeHe). I kick open the door and
- find ... nothing.. no monsters, but there is another large door
- ahead and a hallway leading left and right. I choose a hallway
- and start wandering, picking off the wandering monsters as I go,
- the walls here are stained with green, I sniff for the smell of
- slime but can't pick up the scent. I watch the walls carefully
- for signs of a secret and clear out the bad guys...
- I eventually end out in a large open area surrounded by a very
- long wall that curves in a half circle, this place is populated
- with hairless bulls and flame throwing apes! I dodge around
- making the apes hit the bulls and watch the fun! When I get
- bored with that, I kill off what's left and search the area for
- goodies! A plasma gun, now all I need is more ammo for it...
- This level was very well constructed, I found only one place
- where a wall was not quite smooth, of course I got stuck on it
- in battle! I saw no HOM effect and the layout was very well
- thought out.
- I did find it irritating that you can start out right at the
- beginning, take a wrong turn and be overwhelmed with monsters,
- isn't that what keys are for? Please put the 'room full of
- monsters' type thing either behind a keyed door or at the end
- of an area where you have a pretty good idea that the player
- is ready (read that as equipped) for it, like you did with
- the other monster rooms.
- There is a very large maze (You know how I feel about mazes)
- on this level, it is also well thought out and properly stocked
- with both monsters and equipment, I actually enjoyed making my
- way through it.
- I started out with a bad impression of the level because I
- take dying VERY seriously, I expect to be smarter than the
- author, more observant that he/she expects and survive the
- traps that are layed out for me, on this level (at least in
- the very beginning) that was not possible.
- This author seems to like the 'room full of monsters' type of
- thing so if you get a kick out of "mowing", you'll like a
- couple of the places on this one a lot! I prefer the type that
- take a bit more thought, quick reactions and close observation.
- I did warm up to the level through the maze (I know, sounds
- strange for me huh? The maze is very well done!) and overall
- I enjoyed playing this level. I played on UV as usual, and the
- level can be completed without finding the 'secret goodies'.
- There is a bug in the layout of the secrets, if you do them in
- the wrong order you can't get 100% of everything, and we all
- want to do that!
-
- Watcher rating for Design?
- 8
- Watcher rating for Game Play?
- 8
-
- ----
-
- HHH-21.WAD (Review By Bill Devos)
-
- Author : Robert Zubek
-
- Description : As usually at that time of the year, Hades was
- really, really bored. Aside from the usual job of
- taking care of the poor dead people, there was not
- much else he could do -- all of the goddesses
- were on vacations in far away lands, and Persephone
- herself was too busy watching the soap operas to
- even look at him. And that's when he came up with
- an idea how to entertain himself -- to build a maze-
- like house, put one of those unworthy mortals in it,
- and see if he'll be able to find the way out. Sadly
- enough, you happened to be the only person Hades
- could find before the sunlight started to hurt his
- eyes. And thus you have been dragged into the
- underworld, placed in the House, and the game began.
- The grand prize is your life.
- * Note from the Author *
-
- This is the first part of the "Hades' House of Horrors" series. Part two,
- HHH-22.WAD, is in the making right now. I'm planning to create a complete
- "Hades'" episode (L1-8). More on the story as it develops.
-
- And now on with the review!
-
- [The Green clears ... (or the screen melts away to show...) ]
- I hear growling! I quickly pull out my trusty pistol, that jerk is
- carrying MY shotgun! A few quick shots and it's over, I take a look
- around me before I go running up the hill to grab my shotgun. Strange,
- this appears to be a hill made of marble... green marble, the whole
- room is green, I see a hallway behind me, it appears clear, and a door
- at the top of the "hill". I climb the hill to get my shotgun...
- whatever's on the other side, I'll feel better with my favorite weapon
- in my hand. No problem, just a rifleman, I pull out my pistol to
- take him out (I only have 4 shotgun shells).
- I really can't tell you much more about this level without taking
- away from it, it's VERY small. I found only one place with a design
- flaw, if you run along the wall to grab the berserker (to conserve
- ammo) you get stuck on the wall. This should definatly be fixed!
- Aside from that I didn't notice any real flaws in design.
- I know this level is designed as a drop in for E2L1 but keep in mind
- that the person playing has already finished all the reg versions,
- this is no novice! Although this would make a very nice E1L1, well
- it still might be a bit too simple even for that. I think it
- should be expanded before releasing it as part of an Episode.
-
- Watcher rating for Design?
- 6 (Would be 7 if it were a bit larger)
- Watcher rating for Game Play?
- 3 (It's a short walk in the park)
-
- ----
-
- HOCKY10.WAD(Doom Hockey) (Review By William Harris)
-
- Doom Hockey is a rather amazing piece of work. It involves patching the
- Doom executable, so make sure you back it up before you try this WAD/patch
- process. You materialize in the "locker room", pick up a few weapons on
- your way to the exit door, and wait impatiently for your opponent to make
- his or her way on over to his own door. The door opens, and you step out on
- the rink, with the green Marine-puck standing in the middle. You quickly
- dash out to the puck, and using your trusty BFG manoever the puck into the
- net. GOAL! The crowd roars.
-
- The patch to the Doom executable gives you and your opponents permanent
- invulnerability and an unlimited supply of ammunition. Using this ammo, you
- shoot at the motionless green guy standing out in the middle of the floor
- and try to steer him into the "net" (a grid ala the Imp's cage in E1M9),
- where he is teleported back out to the middle, ready for another round.
-
- There is no real provision for a single-player game; in fact, to play in
- single-player mode requires you to use the idspispopd code to get into the
- rink. You only really get a good taste of the game with multiple players.
-
- Graphics(If applicable) : 8
- The only thing missing was seating for the multitudes of Imps and Barons who
- would undoubtedly want to view the match.
-
- Design : 8
- It was as close to real hockey as you're ever likely to come with Doom. The
- only real problem was with the doors opening from the locker room; I missed
- the doors a couple of times, and there appears to be no way in once the
- doors have shut.
-
- Complexity : 6
- Against an experienced opponent, it is a lot harder to manoever the hocky
- puck (green Marine) into the goal than it might seem.
-
- Gameplay : 3
- After a while, it got old. Once you've gotten over the initial appreciation
- for the concept, it gets boring shooting the puck into the goal - but then
- I'm not a big hockey fan, real hockey fans may find this entertaining on an
- ongoing basis.
-
- Overall : 6
-
- For me, this WAD/patch procedure isn't a "keeper", but it -is- fun, the
- author did an amazing job with the concept, and if the download is free it's
- well worth taking a look at.
-
-
- ----
-
- JADML1M1.WAD (Review By William Harris)
-
- This is a small level, mostly suitable for a deathmatch E1M1 replacement.
- When playing it, I didn't particularly notice the couple of flaws the
- author noted in the accompanying text file.
-
- The level is basically an interior room, with a surrounding mostly-circular
- corridor (with niches and alcoves) that connects up with the interior room
- on each of the N, E, S, and W compass points. Several "Oh Geez" deathmatch
- thingies scattered around (spheres of invulnerability and suchlike), and
- there are some very nicely done ambush areas (dark areas, niches, and so
- forth.)
-
- The author notes that he threw this together in about an hour. If this is
- true I'd definitely want to see what he does given three or four hours!
-
- Nice deathmatch level, not so good in single player mode. (The author tells
- you in the text file where the end of level switch is, but didn't even put a
- button or anything on the wall.) It's populated with former humans, and
- Watcher will like the shotgun that is immediately available to all players.
- :-) No difficulty graduations or anything. This is not a level you'd
- include in your all-new episode PWAD, but it is definitely an interesting
- and worthwhile small deathmatch level.
-
- ----
-
- LBLEV2.WAD(Reviewed by Bill Devos)
-
- First a note from the authors:
-
- This file was released by the authors.
- 04/19/94
-
- This file is not complete. Some gfx sound and parts of the level have been
- removed to make it smaller for downloading. The Full version comes if you
- register.
- This is level 2 of the Laura Beyer Add on level package.
- This program will change your original graphics, so it would be wise to back
- up your directory or create a new directory for these levels.
- This will give you new & Better graphics, Sound and more.
- You will see for the first time things like 3 dimensional walls invisible
- floors and more.
- (End note)
-
- I cut out lot's of stuff that I wasn't relevant to my review
- of this wad.
-
- This review is going to be a bit different, no story this time,
- suffice it to say that what the author says (see above) is quite
- true, the graphics are completely different (they import new
- Gifs into the wad file.) It is very well done (ID quality) and
- if you are checking out wad files, you need to check out this one.
- Please note, this is a "shareware" wad, they will send you the
- entire episode if you register.
- Ok, I'm interested in registering, let's determine what is a
- reasonable price. Well, ID charges $40.00 for the entire game
- with 3 full episodes... so this one (assuming that is written
- with the same quality as ID) should be 1/3 of that price right?
- So the price should be 13.50 for one episode... but wait a
- minute, ID might have spent a little time developing the game
- too, that should count for something! Considering the engine
- that is in DOOM, I would have to say that at LEAST half of the
- game's cost is in the engine, that leaves $20.00 for the three
- levels, right? Well how about thinking up the original ideas,
- the original artwork etc... that should count for something too
- right? Well, let's just say another $5.00 for misc... Fair?
- Ok, that sounds better, $15.00 / 3 = $5.00, we have now
- determined a "fair" price (In my humble opinion), I would
- consider paying $5.00 for a full episode of ID quality and ID
- size and ID imagination wad, anything more than that is an
- insult to ID and all those wad builders that are currently
- making higher and higher quality wads every day and handing
- them out for free!
- When you DL this wad (and you should!) check out the price.
-
- ----
-
- LEDGES.WAD (Review By Daniel)
-
- Authors : Mark K. Gresbach Jr.
- Description:
-
- Ledges.wad is a one-room, multiplayer PWAD perfectly suited for
- a deathmatch. It loads as e1m1, and can be played as a single
- player or up to three of your friends (four players).
-
- "Ledges" is aptly named; it features a large circular open-air
- room, surrounded by ledges--staircases, balconies and an ele-
- vator.
-
- * * *
-
- Ledges can get tough, especially if you start with the monsters.
- There are a few little secrets--a couple supercharges and one
- invincibility. The level features all the guns, but if you want
- the BFG9000 you'll pay with about 25% health for it (unless you
- get it a special way--no, I'm not telling ;). And since there's
- only one elevator on the level, you'd better be ready to defend
- your right to it, because if your opponenets want to live they'll
- try to stop you from going up.
-
- With four people this level is a riot. A fight in the courtyard
- between you and all three opponents will leave you in a cold
- sweat, especially if you come out alive. And the weapons are
- _very_ nicely placed. The chaingun is always within easy reach,
- while the more powerful weapons are rightly more secluded.
-
- Playing with just two people is still exciting, but not as fun.
- For example, in your quest for more weapons, you will constantly
- see your opponent on an opposite ledge, gleefully snickering at
- you and no doubt yelling something about your momma. And you'll
- end up rushing madly down the stairs, praying to every god you
- remember that they aren't hiding around the corner, calmly wait-
- ing for you to pass before they launch a rocket in your direction.
-
- Hunting on this level is gratifying. Other than the above scen-
- ario, if you see someone you can generally find them. The light
- level in the area is always pretty high, so you won't be craning
- your neck to peer into the dark areas. The area partly rewards
- the hunters by giving them a view of everything that's going on
- while at the same time alotting the defensive players some time
- to prepare for the onslaught.
-
- The only problems I had with this level were some of the room
- textures, which, in some places, abruptly changed from one motif
- to another. This leaves something to be desired, and doesn't
- turn out looking very well. But in all, the level looks fairly
- nice. And "I wonder why he chose that pattern of blue" is NOT
- going to be your dying thought as you get blasted to bits with a
- plasma rifle. One known bug is that in the room that you would
- start in in one-player play, there is a green armor which sits
- in the corner but cannot be picked up.
-
-
- On scales of 0 to 10:
-
- Layout: 8
- Textures: 6
- Difficulty: 7
- Huntability: 9
- Funness: 9
-
- On a Cameron overall scale of 0 to 10, LEDGES.WAD scores a 7.8.
-
- Level Hint: Try to be the first to rush up the elevator and get
- the plasma rifle and invicibility sphere. This way
- you'll be able to hunt your weapon-searching doomed
- opponents and not worry about taking the hits. But
- be prepared to back up your elevator claim with at
- least a chaingun--your friends may also have the
- same idea.
-
- ----
-
- LEGEND.WAD (Review By Bill Devos)
-
- First a quick look at the authors .txt file.
-
- Legend - The Series
-
- Author: Tony L. Hayes (hayes@ll.mit.edu)
-
- Description :
-
- This is a combination pwad. It contains all of the legend series
- levels released to date. When loaded, it replaces episode 1.
- Currently this pwad contains replacements for levels 1 and 2.
- This "episode" will be updated with each new level release in the
- legend series.
-
- Comments are always welcome!
-
- Look for level three in 1 - 2 weeks.
-
- And now on with the review...
-
- [The Green clears ... (or the screen melts away to show...) ]
- I turn full circle and see that I am in what appears to be a
- brightly lit cement building, I spot my shotgun! 8^) I check
- my weapon and it's load... I've got 4 shots, better be carefull.
- I kick open the first door, there appears to be a river of
- water running down a hallway, I test the waters (sorry about
- the pun, HeHe), no negative effects... I continue to wander,
- I run the hallways of water picking off the guys that are
- blocking the path as I go (gathering weapons). I seem to have
- cleared the open halls, I start checking doors. There are
- a few I can't open, I open one, kill the one or two monsters
- in there and grab a weapon........
- This is an extremely simple wad, both levels. I know these
- are supposed to be M1 and M2 replacements, but that doesn't
- give you an excuse for making them boring... 8^(. It seemed
- very strange to walk on a river of water, each hallway had one,
- at most 2 guys to pick off, each room had 2-3 monsters and
- one weapon... zzzzzzzzzzz. Oh, sorry, I must have nodded off.
- I recommend that you drop M1 altogether, or rework it in a
- major way! M2 has some potential, these are both good starts
- on levels, but definatly not ready for distribution!
-
-
- Watcher rating for Design?
- 5 (It was clean, no HOM, no 'ruff' walls)
- Watcher rating for Game Play?
- 2
-
- ----
-
- LEVPACK.ZIP (Review by Kenneth S. Forte)
-
- Authors : Name not supplied (efj@pine.cse.nau.edu)
-
- Description : If there is anything that these three levels desperately
- need is more monsters. There is very little population.
- For Deathmatch play this is fine, but experienced solo
- players should have no problem even on Ultra-violence and
- may even find it a bit lacking in the blood department.
- EHD14.WAD is actually totally devoid of monsters and is
- therefore only suitable for Deathmatch play. Each level
- is described in further detail below:
-
- EHD11.WAD (Episode 1 Mission 1)
-
- Where there are monsters on this level, they are well
- placed. Most of this level alternates from total darkness
- to just enough light to see your hand in front of your
- face, and most of the monsters are in the darkest spots.
- There are even a few pitch black areas where no monsters
- appear, but you're probably so paranoid by the time you
- reach them that you'll go in blazing. I would also like
- to note the authors excellent use of dead "things" in
- some of the dark areas which make you wonder just how
- many enemies there are and is very effective in doing so.
- There is plenty of ammo and plenty of health to complete
- this level easily enough, even though there is a totally
- blind (unmarked by texture) poison area in which lies a
- suit of MegaArmor. Where this level falls short is in the
- textures and in the layout of the doors. Most of the door
- linedefs are mismatched with the textures used on them,
- creating ugly-half-cut-multiple-textured doors with some
- garbage between textures. The selection of wall and
- ceiling textures are fairly good, somehow clashing and
- meshing at the same time. There is also one linedef that
- is probably supposed to be impassable but is two-sided
- which leads to a clipping area and possible confusion as
- to how to get back into the actual defined areas of the
- map.
-
- EHD12.WAD (Episode 1 Mission 2)
-
- This level starts off with an interesting one-shot attempt
- to get a Soul Sphere. While not hard to accomplish, it
- would frustate anyone who rushed thru and happened to
- miss it. Afterwards things get a little crazy. Most
- hallways lead to a totally unique maze, which has the
- dubious distinction of having many one-linedef-thick
- walls thru which any monsters can take pot shots at you.
- The major feature of this maze, however, is that all of
- these one-thick walls are invisible on the map, and there
- is a neccesary key buried deep within the maze, making it
- fairly difficult to find. After the key has been found,
- you can enter another harrowing area comprised of a large
- circular room with several fake walls behind which wait
- about 15 Imps. Its hard enough to dodge the incoming fire
- let alone finding there hiding spots, and even the most
- experienced player may have a bit of trouble with this one.
- As in the previous level, there are several doors with
- poorly aligned textures. There are also a few places
- in the maze where BSP might have done a better job
- generating nodes than DEU did. In general, this level is
- full of good ideas, but some of them fall short in their
- application.
-
- EHD14.WAD (Episode 1 Mission 4)
-
- Due to the total absence of any monsters, this has to be
- considered a Deathmatch only level. Its playability in
- that department remains suspect. Granting that the author
- states that this level is still under construction, I
- won't say that it is totally unplayable, but since it
- only consists of about 25 square rooms with teleporters
- arranged in a very difficult fashion, its not inconceivable
- that Deathmatch players might never even find each other.
- All weapons not found in the previous levels are to be
- found here, including the BFG, but good luck finding
- something to use it on.
-
- Ratings : Ratings categories are on a scale from 0 to 10 with 10
- being the best PWAD possible, and are explained below:
-
- Layout : effectiveness of the map layout : boring <-> genius
- Integrity : proper structural definitions : buggy <-> flawless
- Textures : tasteful use of textures : ugly <-> beautiful
- Difficulty : skill needed for Ultra Violence : none <-> impossible
- Playability : possibility of completing level : can't <-> difficult
- Enjoyability : chance that you will play again : never <-> always
-
- Overall Rating : averaged from the other ratings : worst <-> best
-
- Note that "Difficulty" is rated only in respect to monsters
- assuming that the more monsters there are the better, and
- that "Playability" is rated solely on the tricks and pitfalls
- of the level and tries to ignore monster hazard completely,
- assuming that the more difficult it is to solve the level the
- better the level is, but that an unsolvable level is useless.
-
-
- EHD11.WAD EHD12.WAD EHD13.WAD
-
- Layout : 7 8 3
- Integrity : 3 3 9
- Textures : 5 7 7
- Difficulty : 3 7 1
- Playability : 7 7 3
- Enjoyability : 5 7 3
-
- Overall Rating : 5 6.5 4.3
-
-
- ----
-
- MARKROOM.WAD(Review by Daniel)
-
- Description:
-
- This level is made for all you deathmatchers out there. It fea-
- tures one middle-sized room, with weapons 1 - 5 (chainsaw through
- rocket launcher) evenly spaced in the center of the room.
-
- It's fairly dark, so you should hope like hell that you're the
- "indigo" guy. You'll start at one of five (or six) drop points,
- four of which are at the corners of the room, and work your way
- towards the middle and to the weapons.
-
- * * *
-
- Get ready for a tough deathmatch level. Although you can play it
- with monsters as e1m1, its true greatness shines as an area where
- you can duke it out with your friends.
-
- As I've mentioned above, it's a relatively dark area, except for
- the weapon pick-up points, so you should get the rocket launcher
- and get the hell off the pedestal before someone blows your slow
- self to smithereens.
-
- Do you know how to navigate along twisty stairs? You'd better,
- because if you don't you're not gonna get a weapon better than a
- chainsaw. Yep, the four weapons that you can get are preluded
- by a set of twisty, winding stairs. And if you happen to fall
- off before you get it you'll have to start again.
-
- Hunting areas in this WAD are nicely placed. There are open
- areas along the sides, and narrow twisting places among the
- weapon-holding stairways in the middle. Whether you need to
- launch a rocket or chase a fear-stricken opponent with your
- chainsaw, there's a place to do it in this WAD.
-
- This is a great, fast-moving, deathmatch WAD. And while it lacks
- multiple rooms and passages between them, it more than makes up
- for them by the number of times you'll start cursing out your
- monitor after you just came within two inches of the shotgun and
- fell off the @#*!^$& stairs.
-
- I noticed no problems with this level. With three or more play-
- ers, you won't run out of ammo that often before you get killed,
- and if you do, there's a chainsaw that you can use for a kami-
- kazi attack.
-
-
- On scales of 0 to 10:
-
- Layout: 9
- Textures: 9
- Difficulty: 9
- Huntability: 9
- Funness: 9
-
- On a Cameron overall scale of 0 to 10, MARKROOM scores a 9.0.
-
- ----
-
- MEGAPACK.ZIP (Review By Kenneth S. Forte)
-
- Authors : Casey Miller (98782359@wsuvm1.csc.wsu.edu until 5/6/94)
-
- Description : All I can say about these two PWADS is this: if Casey
- Miller can make 7 more levels as good or better than
- these, then whoever makes the levels at ID had better
- start thinking about cleaning out their desks. I'm not
- going to give these levels any "10" ratings, but only
- because I'm hoping to hold out for even better from
- this author in the future. Grab these levels and hold
- on to them.
-
- MEGAWATT.WAD (Episode 1 Mission 1)
-
- The observant player will be able to get a much needed
- plasma gun early on in this episode. The well-guarded
- chainsaw is also necessary, because even the most
- experienced player may be low on ammo by the time the
- real monsters show up. One of the best features of this
- level (as well as MEGALAB.WAD) is the attention the
- author gave to detail. Rooms aren't simply chunky,
- boring, 4-vertex squares, but have softer corners,
- and overhangs and lighting effects that, again, would
- put ID to shame. The structures show great imagination
- as well, being both artistic, functional, and deadly
- all at the same time. Only one thing mars the perfection
- of this level, and this a slight problem with one door
- behind which the player may get trapped if raising floor
- is activated before turning around and opening the door
- permanently. This does occur right at the very end of
- the level however, so unless the player missed the secret
- areas, most of which are marked in one way or another,
- it doesn't interfere with the completion of the level.
- The only thing on the wish list for this level is armor,
- as there seems to be none. On the other hand, there is
- an invulnerability sphere, a couple of berserker boxes,
- and the coveted BFG9000.
-
- MEGALAB.WAD (Episode 1 Mission 2)
-
- As far as structure is concerned, this level continues
- to excel where MEGAWATT.WAD left off. Its worth getting
- this PWAD just to see the runway and hangar, so realistic
- that you can almost imagine some form of spacecraft coming
- in for a landing. There may not be fewer monsters in this
- level than in MEGAWATT.WAD, but they aren't as densely
- packed, so finishing this level should be slightly easier,
- especially with the presence of the BFG9000 and, this time,
- armor. The secret areas aren't as clearly identified in this
- level either, and the absence of a Computer Map makes its
- time-consuming to actually find them all, but none of the
- secret areas are crucial to completing the level either.
- Only one poorly chosen door texture makes this level short
- of perfection, but in light of the fine details like the
- "personnel" and "cargo" doorways in the hangar makes it
- very easy to overlook. Again, the fine attention to detail
- makes this level stand out above most others, including
- ID's own.
-
- Ratings : Ratings categories are on a scale from 0 to 10 with 10
- being the best PWAD possible, and are explained below:
-
- Layout : effectiveness of the map layout : boring <-> genius
- Integrity : proper structural definitions : buggy <-> flawless
- Textures : tasteful use of textures : ugly <-> beautiful
- Difficulty : skill needed for Ultra Violence : none <-> impossible
- Playability : possibility of completing level : can't <-> difficult
- Enjoyability : chance that you will play again : never <-> always
-
- Overall Rating : averaged from the other ratings : worst <-> best
-
- Note that "Difficulty" is rated only in respect to monsters
- assuming that the more monsters there are the better, and
- that "Playability" is rated solely on the tricks and pitfalls
- of the level and tries to ignore monster hazard completely,
- assuming that the more difficult it is to solve the level the
- better the level is, but that an unsolvable level is useless.
-
-
-
- MEGAWATT.WAD MEGALAB.WAD
-
- Layout : 9 9
- Integrity : 8 9
- Textures : 9 8
- Difficulty : 9 9
- Playability : 8 8
- Enjoyability : 9 8
-
- Overall Rating : 8.7 8.5
-
- ----
-
-
-
-
-
-
- ----
-
- MXK_D-11.WAD(Review by Bill Devos)
-
- [The Green clears ... ]
- I quickly turn and survey my surroundings... nothing, I'm safe for
- the moment. I smile as I spot a gift from the author... MY SHOTGUN!
- I grab my weapon and take a second to wipe the dust off of it, it
- seems that it has been sitting here for a while, after a quick
- cleaning, I head down the hall where I find a box of shells. Now
- I'm ready to kick some butt!
- As I turn the corner of this well lit corridor I pick off an enemy
- or 2 and hear lot's of others that seem to have noticed me. (Do people
- actually play this game without a sound card? If you don't have one
- purchase a sound card before registering, then play E1 again! 8^),
- THEN register the game!) As I begin wandering through these halls I
- begin to get slightly dissoriented, I'm hesitant to check my map, I
- can still hear lot's of growling! Is this going to be one of those
- mazes? (I hate mazes, just a personal preference, I'm sure there are
- many out there that love them so keep building them!) I continue
- opening doors and picking off the nasties and checking my map to
- see where I am. I find boxes of shells dispersed throughout the maze
- so there is no problem with ammo, but why am I being supplied with
- plasma? Hmmm, could get nasty further on!
- I find that I am getting the feel of this maze, and actually
- recognizing where I am without the map, good a nice simple maze,
- nothing confusing. I kick open the next door and exit the brown
- corridors to enter the green ones, good a color change to decrease
- the confusion! The difficulty here isn't the number of monsters,
- but the size, I'm killing off rooms with a mix of monsters and
- those pretty red heads aren't in short supply! (I love hearing
- them cry when they squish!)
- This is a well done level, if you are careful and you take your
- time you could do this in one pass (I was impatient and died).
- The textures are well done, and they change often enough so as
- not to become tiresome. The level has an 'airy' feel to it, lot's
- of room to breath (and dodge!). The largest monster on the level
- is a Baron, don't you just love those green fireballs?
- I enjoyed playing this wad even though it had the feel of a maze
- to it. It was a tad easy for UV though.
-
- Watcher rating for Design?
- 7
- Good job, clean, but nothing especially imaginative.
-
- Watcher rating for Game Play?
- 8
- Not exceptionaly hard, but you do have to watch your back!
-
- ----
-
- NETBEAST.WAD (Review By Marselas Herbert)
-
- Author : Chris Schultz
-
- Description: A wide-corridored, high-ceilinged building where
- the Barons live.
-
- Review:
- Having "all" the weapons and most monsters does not a
- good level make. Such is the case in point with this WAD.
-
- Starting off against two Barons is a good start-up concept,
- but design suffered sorely from this point on. The only other
- large number of monsters are several waves of Imps,
- Sargeants and Demons in one corridor. Other than that, there's
- few other monsters to speak of.
-
- In terms of what you can find in the level, there's not much.
- Having "all" the weapons means having exactly one of
- each (except for shotguns). There are also no healing pieces
- and few other things to find. Of course with the lack of monsters,
- this is really a moot point. It's not like you're going to fight
- anything that's really going to knock your strength down.
-
- There are some nice aspects to this WAD, like the large
- double-wide or double-tall doors, and the tall, large hall-ways.
- One area accessible by a secret lift is a two or three story tall
- nearly pitch-black claustrophobic corridor. Only problem, no
- monsters. This WAD is definitely not built for death-matches as
- there are few, if any places to hide or duck into.
-
- This WAD seems like a work in progress and would be well taken
- to be improved upon in many ways. The "really big" doors and
- hallways theme should be expanded to the whole level. The
- dark claautrophobic corridors could be turned into a real maze.
- More monsters, of a greater variety, especially behind hidden
- doors would certainly liven things up.
-
- There are also problems with textures not lining up correctly,
- and buttons half-hidden (hey, this may be intentional?) in
- walls and floors. And, what I find real annoying are traps that
- you can't get out of.
-
- Layout: 3
- Textures: 4
- Difficulty: 3
- Huntability: 0
- Funness: 1
-
- Overall Cameron score: 2
-
- Overall this level needs to be taken back to the editor and improved
- upon. It's a good start, but more is certainly needed.
-
- Level Hint: Watch out when you think you can just pick something up.
-
- ----
-
- NEWHITS1.WAD(Review By Bill Devos)
-
- A Wad to avoid (to prevent wasted download time) :
- newhits1.wad (What is this, an attempt to put all the 2 minute garbage
- wads in one group so we can all piss on them all together?
- My appologies to the one or 2 good wads, they stand in
- shame in that group.)
-
-
- ----
-
- NEWTECHN.WAD (Review By Marselas Herbert)
-
- Author : Martin _?_
-
- Description: This WAD is really a one-room showcase example of creating
- invisible walls, floors, stairs, boxes, etc. You can walk
- on and around the objects without the hall of mirror efect.
- Invisible walls can be created to be shot through and still
- block sound. The invisible box is called a "x'tal" and
- needs at least 2 sectors to create. The text file accompanying
- the WAD describes creation and caveats in-depth in
- Martin's own words.
-
- Review:
-
- "Of what I had encountered I could not form the faintest idea. I
- had seen nothing which could have caused the shock, and I saw nothing
- now. ... At the third step I was brought up short by an impact on
- an apparently solid surface - a solid surface where my eyes saw
- nothing." (H.P. Lovecraft, In the Walls of Eryx)
-
- I couldn't believe my eyes when I plugged in this WAD! Sargeants,
- Imps, Barons of Hell and a Robo-Baron bearing down on my sorry butt.
- I fade back. The ecto-green glare of Baron fire gets bigger. Then
- explodes in mid-air! Wait. They're coming on the left. I move
- right. I'm running in mid-air (well, except for the candles floating
- in mid-air). This invisibile object stuff really works. A great
- demonstration of this technique and an excellently brutal,
- single-room WAD. Hearing the roars of so many Barons (as they get
- wiped by the Robo-Baron), I haven't enjoyed a Doom game so much
- since a Baron and a Cacodemon started mixing it up at the end
- of Episode 3.
-
- I expect that this technique will quickly make it's way into all the
- new WADs. And for those contemplating making invisible mazes, two
- things. 1) Read the Lovecraft book first. Actually everyone shoud
- read all of Lovecraft's stuff first. Between Lovecraft and Doom,
- there won't be a restful nights sleep in the land. 2) Mazes are
- more interesting if you can't use the left-hand rule to get out
- of them.
-
- Concept: Let's make stuff invisible.
- Execution: 10
- Layout: n/a
- Textures: 10 (dark and visible vs. not visible)
- Difficulty: 10
- Huntability: n/a
- Funness: 10
-
- Overall Cameron score: 10.
-
- Now I want to see someone make a full level WAD that gracefully
- uses this stuff.
-
- Level Hint: Make sure where you're standing _before_ you fire
- that rocket launcher.
-
- ----
-
- OCTAFRAG.WAD (Review by Daniel)
-
- Author : Scott Coleman, ASRE
-
- Description:
-
- If you have a crave for elevators you'll love OCTAFRAG.WAD. Octa-
- frag is an e1m1 replacement, built for a deathmatch level. Its
- main feature is a quad of randomly (slow) moving elevators in the
- center of the level. The level is shaped in a square, but from
- moving around in it, that's the last thing you'd think about it.
-
- Octafrag comprises a series of interlinking rooms, making the pwad
- seem much larger than it really is. However, most of the rooms
- will only connect one way--i.e., there is a drop-off point or a
- teleporter to move into the next room.
-
- * * *
-
- Octafrag can be played as a solo, co-op or deathmatch game. Two
- can play, but it really takes three doomers to get things moving.
- Two playing co-operative on this level would be the best, as it
- takes at least two to exit the level, and this level does not play
- very well as a deathmatch level.
-
- The first reason this level basically sucks as a "frag 'em" level
- is the size of the rooms. Each "octafrag" room (octagonal room)
- is too small to hold a decent fight in with just two people, and
- three makes it a nightmare. And the narrow hallways (just wide
- enough for one person) make deathmatch playing nearly impossible.
- One shot to a person going down a hallway with a shotgun (basic
- weapon on the level, and note that shotguns do more damages in
- narrow hallways than in the open) will take off at least 50%, and
- by the time (s)he turns around it's too late to do anything but
- make the classic throat-clutch as the body drops to the ground.
-
- Also, about half the rooms have a teleporter pad in them, and for
- some reason the pad takes up about two two fifths of the room.
- Now this okay if you're fighting monsters, but when you're moving
- around in a room against a human opponent you'll inevitably end
- up stepping on the !@%*@^ teleporter. (note that these telepor-
- ters are all one way--there's no stepping on them and going back)
- One last problem with the size of the rooms is the fact that the
- rocket launcher, which is included in this level, becomes merely
- a suicide tool; there's is almost no way to use it effectively if
- you are not in a hallway.
-
- Speaking of the rocket launcher brings me to my next point: the
- weapons and object placement. The shotgun is the only weapon
- that is placed in open areas. The chaingun and the launcher are
- hidden behind two indiscernable hidden doors. And in the rocket
- room lie about twenty boxes of rockets, while the chaingun secret
- room houses the same number of ammo boxes. For a deathmatch game
- this is just plain stupid. And the objects are placed no better.
- In just one tiny secret room you'll find two mega armors, two
- supercharges, two invisibilities and an invincibility. I mean,
- come on. This goes beyond deathmatch pwad-making stupidity.
-
- The last problem that I'll mention here was the use of a different
- texture (or two) in every single room. While I'll agree that
- level themes don't mean a whole lot in deathmatch levels, it cer-
- tainly is annoying to walk through a single hallway whose walls
- change colors three times (and these are major changes--ex, a
- light gray hallway suddenly turns into a blue and pink striped
- one. puke. blech.) Picasso would have loved this level.
-
- My only recommendation for playing this wad is to play it as a
- solo (it can be done (it's tough), but you won't be able to exit)
- or as a co-op, where you'll be able to exit the level.
-
- The description that came with this pwad said it was "designed for
- optimal fragging." I found the fragging anything but "optimal,"
- but at least it lived up to its name. In fifteen minutes I had
- just eight frags (octafrag, heh) and probably the same number of
- self kills (i.e., Surgeon General's warning: launching this rocket
- while in a miniscule room may be hazardous to your health).
-
- [Note: this is a known bug. In the file description is mentions
- that this pwad may hang up your system. It happened to one of my
- friends (running a 486/66 local bus) once, then when he tried it
- again it ran fine. I have no idea what caused it, but I'm sure
- Scott Coleman would appreciate any ideas on how to fix it.]
-
-
- On scales of 0 to 10:
-
- Layout: 6
- Textures: 2
- Difficulty: 9
- Huntability: 3
- Funness: 3
-
- On a Cameron overall scale of 0 to 10, OCTAFRAG.WAD scores a 4.6.
-
- Level Hint:
- Co-op: I wouldn't advise hunting together; you'll only end up shoot-
- ing each other. Get your weapons and split up. Meet back
- when one of you finds a weapons/objects chache.
- Deathmatch:
- If you see all the central elevators are moving and you're
- well equipped, just sit it out on an elevator. [oh my god
- I'm advising ambushes--someone shoot me (no pun intended)]
- The level mandates that someone come along fairly often, so
- just be ready (and hope that you're elevator is higher than
- theirs!) Also, if someone starts shooting you from behind
- in one of the narrow hallways, don't try strafing or turn-
- ing around--you'll die. Instead, rush to the end of the
- hallway and sweep around the corner (if it's a hallway that
- has a corner and doesn't dead-end at the quad elevators).
-
- ----
-
- OCTAGON.WAD (Review By Cameron Newham (cam@iinet.com.au))
-
- Copyright (c) Cameron B. Newham, 1994
-
- =====================================
-
- Title : OCTAGON.WAD
- Author : ?????
- Email Address : Samneric@connected.com.
- Misc. Author Info : ?????
-
- Description :
-
- This is an E1M1 replacement pwad. It's texture protected against shareware
- play. Written with DEU 5.0 and run past BSP11x.EXE, it supports 4 players.
- This level contains only the enemies you might expect to find in an E1M1 -
- Sargeants and Imps. Your only weapons are shotguns and a chaingun.
- Good hunting!
-
- FTP : ocf.unt.edu
- ======================================
-
- Well, it's Sunday again and time for another WAD review. Before I get
- stuck into the review, I'd just like to say thank you to all those
- people who emailed me regarding the Warehouse.WAD review. Lots of
- nice comments, and because it was such positive feedback... here is another
- review!
-
- Oh, one other things - I do this in spare moments, as I am writing WAD's
- too. I am hoping to review one a week. Anyway - enough of this and
- onto the review.
-
-
- Well, I rarely download and play other peoples WAD's and I have no idea
- why I downloaded Octagon. I think I was half asleep. I must say that
- given the above description you'd think this was a damn boring WAD but
- I am pleased to say nothing could be further from the truth! I took
- one look at the opening scene and said to myself "There's gonna be
- a review of this on Sunday".
-
- Octagon grabs your attention right from the start, mainly due to it's
- octagonal start room - almost like a lake-side gazebo. It was a nice
- lake view, but I was here for more serious stuff than picnic's beside
- the lake - I was here to toast evil.
-
- I started off with my trusty pistol but soon had a nice shotgun in my
- hands as I entered an underground maze of twisty passages, cleverly
- overlaid to give the impression of multiple levels. These passages
- were populated by imp's and sergeant's (as the description says) and,
- I have to confess, even after many hours of playing Doom, I jumped
- when an Imp unexpectedly ripped me from behind! Clearly the author
- of this WAD has done an excellent job at setting the scene with good
- use of light levels and textures.
-
- I finally exited the maze and was confronted by an "ornamental" pool
- of deadly acid, surrounded by a walkway with a dozen imp's in sight.
- I'd also seen a chaingun but couldn't get it because I couldn't fit
- in the narrow space it was in. I had fun straffing and blowing
- the heads off the Imp's, then it was up onto a very narrow ledge
- to retrieve a blue key-card.
-
- Having retrieved said card, I worked out how to get the chaingun and then
- entered the main "building". It was now clear why this WAD was named
- "Octagon" - most of the floor plan is made up of octagonal sectors.
- These sectors form huge columns and hide many of the evils of this level.
- Did I do some running! I survived and, with my trusty chaingun, soon
- had the area secured. I scoured the area and found a few "secret" doors
- which led off to various other sections of the level. It was in one
- of these sections that I found a novel idea for wall climbing. I'll
- let you play the WAD and see what I'm refering to - and I thought
- it was rather well done.
-
- After searching around for a while I found a rather interesting switch,
- which when thrown, causes rather a large change to the main octagon room.
- Several more Imp's fluttered their way back to Hell in the process.
-
- Well, all good things must come to an end and I found that end in the form
- of a blue door and an end level switch. On exiting I found that I hadn't
- quite killed everything and my "secrets" was only about 75% - so it would
- seem that my afternoon ramble through the Octagon wasn't complete.
-
- Octagon is what I would call a "nice little level". The only criticism
- I could level at it is that the blue key-card was found in the course
- of events (you'd have trouble *not* picking it up!) and there was at
- least one piece of equipment that I never used (a radiation suit).
- Octagon provided heaps more ammunition than was needed and was fairly
- easy to complete (I played on "Hurt me plenty") but this is fine
- considering this WAD is a drop in replacement for E1M1. I didn't find
- out if Octagon has difficulty levels implemented, but one would expect
- it to be only a little more difficult on Ultra-Violence.
-
- In summary, Octagon is well designed and executed and plays at the
- difficulty level it claims. I have no hesitation in recommending
- this WAD to Doom newbies and seasoned players. I certainly enjoyed
- it and look forward to more WAD's from this author.
-
- On scales of 0 to 10.
-
- Layout: 10
- Textures: 10
- Difficulty: 8
- Level Logic: 8
- Funness 9
-
- On Cameron's overall scale of 0 to 10, Octagon.wad scores a 9.
-
- - Cameron (cam@iinet.com.au).
-
- ----
-
- PET.WAD and PET2.WAD (Review By Tom Holmes)
-
- This text is extracted from PET.ZIP
- -----------------------------------
- This and pet2.zip are two new levels made with deu 5.0 and the bsp 1.0
- nodebuilder. They are meant to be played together, so hopefully you will.
- pet2.wad is an easy level for e1m1 we made to give you the chain gun and
- ammo, which is what we want you to start pet.wad (e1m2) with.
- Try not to cheat on pet.wad, it took us a flippin' long time to write.
- Craig Wendland (bert@ocf.berkeley.edu)
- Peter Masny (puto@ocf.berkeley.edu)
- We're working on an entire episode.
- -----------------------------------
-
- While Craig and Peter are not likely to get any job offers for their
- interior decorating efforts in these pwads, their imaginative methods
- show a great deal of promise. Their conceptualization is fine, it's
- their execution that I found lacking.
-
- The message that I would impart to these fellas, along with all you
- other pwad writers out there, is that getting the mechanics to work is
- only the first step. By far the most important step of any wad creation
- is to develop an atmosphere. This means aligning those textures
- properly and choosing the RIGHT textures to avoid distracting the
- player. Avoid making rooms the size of Deleware simply because you can.
- Many textures look like hell from a great distance: tone down your
- light levels and not only will those distant textures disappear, but the
- room will seem much larger than it actually is. Doom is intended to be
- an exercise in controlled fear. Making your levels scary is just as
- important as making them 'neat'. Tight corners, nearby monsters,
- appropriate light levels (not 0, not 255), and the *occasional* pulsing
- light can do wonders for the player's blood pressure.
-
- <Thump> (me getting kicked off my soapbox)
-
- *******WARNING: SPOILER INFORMATION AHEAD*********
-
- The first pwad (pet.wad) is just what the author says above. And
- because of that it wasn't necessary. A long hallway with the chaingun
- and lotso ammo at the end, with almost the entire left-hand wall being
- the door that ate Newyork. This door is so big, I went and got a cup of
- coffee while I waited for it to come (actually a lowering lift then,
- eh). Beyond was a room a gargantuan proportions with footsoldiers
- arranged neatly over the entire surface. So much for lotso ammo. Not a
- challenge though. The room leads to door (in another zip code) and that
- door is the end of level.
-
- So, I'm thinking this is going to be a little too easy. I proceeded to
- the next level and was quickly assaulted by rude colors, flame-throwing
- imps, exploding barrels and phlem heaving gas-bags. An interesting
- device in the cacodemon room--a crushing ceiling with a non-crushing
- zone following a zig-zag path of radioactive sludge. Another
- interesting room was a large room full of stairs roaming upwards through
- a dozen or so pink demons. One of my favorite rooms was also one of my
- biggest criticisms: a large room with half of it in total blackness;
- you are standing in the light. Rockets start coming at you from the
- cyberdemon within, who apparently can't get out. The reason I liked it
- was that if you ran inside and stood against the far wall, you could see
- the silhouette of the cyberdemon stalking toward you.....cool. The
- problem I had was also the cyberdemon. Id software only put one of the
- damned things in twenty-seven levels, we should follow their example,
- especially in an E1 pwad. I keep a special pwad full of dozens of
- monsters of all sorts, including about 10 cyberdemons, just for those
- occasions when I want to type iddqd and slaughter something. When I'm
- playing a REAL pwad, I want a REALISTIC challenge.
- ***********************************************************************
-
- Sound: N/A
- Graphics: No new graphics. Poor texture mapping. Poor choice of
- textures. Interesting structures *5*
- Playability: Monsters overstocked, too powerful. Weapons not always in
- the right places. *4*
- Originality: Several concepts that I'd never seen before. *8.5*
- Overall: Level was well made, and should be easy to fix. *7*
-
- -------------------------------------------------------------------------
-
- PILLARS.WAD (Review By Tom Holmes)
-
- This is a grand example of a pwad that shouldn't have been published.
- Please, please, please make sure that your wad is playable before
- handing it over for public consumption. Two specific criticisms: Fix
- your sectors and nodes before releasing your wad. The hall of mirrors
- effect is extremely annoying and completely ruins it. Don't put three
- cyberdemons ANYWHERE, unless you provide a realistic way to dispose of
- them. If it weren't for these two serious flaws, it might be a good
- wad. Not recommended.
-
- ----
-
- QUARY11.WAD (Review By Daniel)
-
- Authors : Dave Matteson
-
- Description:
-
- This level consists of a single large room, made to look like a
- quarry. It loads as e1m1, and can be played with any anywhere
- from two to four players, with the same level of enjoyment. The
- areas is also interesting to play as a solo, because of the num-
- ber of monsters on the level (though it isn't very difficult).
-
- * * *
-
- As all of you humanities professors who also happen to be DOOM
- fanatics have probably already noticed, "quary" is misspelled.
- Whether the "quary" was meant to mean prey or a strip mine (I'll
- assume the latter, after looking at the PWAD), it's spelled wrong.
- But, who cares. It's not like the spelling of the pwad is going
- to affect your deathmatch play. But if you're the kind of person
- whose game will be severly hampered by playing a WAD with a miss-
- pelled name, you should probably rename it.
-
- Quary11 is pretty simple; there's not much special about it. It
- contains only the shotgun, chaingun and plasma rifle. Since this
- is a totally open area, I think the rocket launcher and BFG9000
- would have made a nice addition to the level. Evading rockets on
- the open terrain is easy, though they would still make the wad
- more interesting, and I think the BFG would make the level much
- more interesting, since it isn't a very complicated level. How-
- ever, I can understand the lack of a rocket launcher if the author
- neglected to put one in because of fact that it can be used to
- commit suicide.
-
- The lack of complication is the key problem with this level. It's
- basically a huge piece of flat land, with a quarry in the middle.
- And standing on one side of the quarry and getting blasted by some
- guy on the other side that you can hardly see is no fun. If there
- were some stone blocks lying around it would at least seem more
- realistic.
-
- Also, the only exit to the quarry is a bottleneck area, so if you
- are moving around and you happen to fall in the quarry, the other
- guy can wait it out at the entrance, and you'll be forced to appear
- sooner or later.
-
- The last problem with this level is the lack of an exit. Granted,
- a switch or level on a quarry wall might have looked stupid, but it
- would be nice to be able to exit the level (if for no other reason
- than to gape at the stats!).
-
- Overall, quary11 is a nice little deathmatch level. It's not great,
- but it's not bad either. Hunting can be quick and fast, and there
- aren't any periods of peering around corners for five minutes before
- you find your quarry (pun intended ;).
-
- On scales of 0 to 10:
-
- Layout: 6
- Textures: 9
- Difficulty: 4
- Huntability: 8
- Funness: 6
-
- On an overall scale of 0 to 10, QUARY11.WAD receives a 6.6 (a truly
- evil number, worthy of DOOM).
-
- Level Hint: What can I say. It's basically a big open area; use
- your instinctive hunting and fighting skills.
-
-
- ----
-
- SHADOWS.WAD(Review by Daniel)
-
- Description:
-
- This is purely a deathmatch level. It was created with DoomEd for
- Windows, and is a fast-moving wonderful WAD for your diehard DOOM
- friends. It loads as e1m1, and exits to e1m2.
-
- There are no monsters, and skill levels (seem to) make no difference
- in the placement of the weapons. If you have two or three buddies
- get together and waste an evening on this WAD; it'll be worth it.
-
- * * *
-
- For those of you who have gotten tired of E1M1 for your deathmatch
- forays, this WAD will do wonders for your DOOM life (gee, I sound
- like a sex therapist). It's a serious WAD for serious DOOMers,
- and the inexperienced need not try it. Then again, maybe the inex-
- perienced should try it--they'll never learn how to play DOOM fas-
- ter.
-
- SHADOWS.WAD, true to its name, features areas of near-complete dark-
- ness. As opposed to the areas of complete light, this offers an
- excellent transition. Also, the rooms are interconnected, making
- the area seem larger than it really is. So, while the entire WAD
- remains small, you'll end up bumping into your buddies a lot more
- than usual.
-
- The whole WAD caters to the experienced DOOMer. From the dovetail
- shaped alcoves where you'll pop in to get a weapon (or, more likely,
- pop into a wall a few times until you get the hang of it) to fight-
- ing in total darkness, relying on pure instinct and your opponent's
- sillhouette as (s)he fires at you, you'll find SHADOWS.WAD a never-
- ending challenge.
-
- The level features all types of weapons, and each weapon except the
- BFG9000 is placed twice. All this weaponry makes for a very quick-
- moving deathmatch, for those of you that get bored after running
- out of your fifty bullets and punching your opponent to death. The
- only problem is that the plasma rifle kills people _very_ quickly,
- and if you get the plasma rifle and the BFG9000, you've got eighty
- cells to commit mass murder with. Considering the fact that it
- only takes about eight close-up cells to kill someone, you've got
- a _way_ lethal weapon in your hands. Moral: get the damn plasma
- rifle quick! Unfortunately, the two areas where you can get them
- are near perfect ambush spots.
-
- Ambush spots brings me to the only two things I didn't like about
- this level. The level seems to cater to the wimpy ambusher, who
- likes to wait it out in some tunnel. Me, being a shoot-the-hell-
- out-of-you-where-the-hell-are-you kind of guy, found this slightly
- annoying. One-man nitches abound in the level, and there are two
- areas where there is a one-way-see-through wall. So, if you're
- the kind of guy who likes to sit in a corner for twenty minutes,
- waiting for someone to come along, you'll probably find your frags
- rising faster than the guy who used to kick the everliving piss
- out of you in the open terrain.
-
- The only other problem was the lack of an exit. It's possible
- that the level contained one, but neither I nor my friends ever
- found it. Personally, I always liked hitting that exit button
- and then gloating over the number of times I killed everyone.
-
- [one other possible bug was that while I was playing with a few
- friends, one of them managed to get himself outside the wall (in
- the area by the BFG9000). Either the wall wasn't joined right
- with the other wall, or it was a fluke. At any rate, we sprayed
- the area with BFG9000s and plasma rifle fire until he died and
- regenerated in a new spot.]
-
- All in all, this is a wonderful deathmatch level. It's small,
- fast, intricate and will keep you on the edge of your seat (or
- off it even) during your entire playtime.
-
-
- On scales of 0 to 10.
-
- Layout: 7
- Textures: 10
- Difficulty: 10
- Huntability: 7
- Funness: 10 (10, going on 15 trillion)
-
- On a Cameron overall scale of 0 to 10, SHADOW.WAD scores a 8.8
-
- ----
-
- SPIT.WAD (Review By Cameron Newham (cam@iinet.com.au))
-
- Copyright (c) Cameron B. Newham, 1994
-
- =====================================
-
- Title :SPIT.WAD ;)
- Author :Damon Casale
- Email Address :dc56+@andrew.cmu.edu
- Misc. Author Info :Comments requested...
-
- Description: A small complex near a volcano. There is also a
- canyon with a climbable mountain. This is my first
- public attempt at wad writing, so send me your
- comments. Too small? Too easy? Too hard? Lemme
- know! Thanks for your support...
-
- =====================================
-
- Having some time on my hands, here is another small review for this
- weekend.
-
- This level starts in a small room with a long dark corridor leading
- off. The author of this level had pointed out that some of the
- step textures had garbage on them - this was evident in the first room
- and is caused by having a step texture defined and offsetting it for
- the sidedef (in an attempt to get the upper texture correctly placed).
-
- Note for the author: You need to make the upper texture "unpegged" and
- have no Y offset for the sidedef - or, if you absolutely need to
- offset it, use a texture other than a "step" texture (which is a non-
- repeating texture and causes "pink gap" if not used correctly).
-
- I followed this corridor leaving a side door for later investigation
- and opened the door at the end. I battled a few denizens and then
- grabbed a chaingun. This caused a number of door to open in the large
- circular room I was in. I backed off and soon had the situation
- under control. I then went and explored finding the first major
- flaw in this WAD. One of the rooms I entered had a door which slid
- open to reveal some goodies. I entered this room and the door closed
- on me leaving me stranded, as it wouldn't open by pushing. Fortunately
- I had saved the game so repeated the procedure a little quicker the
- next time.
-
- Having found no other doors, I headed back to the first door I had
- passed in the corridor. Opening this revealed a dark room with
- some monsters in it. It was exceedingly hard to see anything!
- Luckily there weren't too many monsters (I was playing, as usual,
- on "Hurt me plenty" - this level has difficulty settings implemented).
- I once again blew these critters back to Hell and entered a lift
- that rose for ages and finally deposited me at the top of what looked
- like a canyon - or volcano as the author says it is.
-
- I had more monsters to contend with and lept into the thick of things -
- literally. This area had some nice creativity in the form of a river
- of lava flowing through it. Having retrieved the weapons from the
- recently deceased (maybe?) soldiers I rounded a corner to see a hill
- with a few imps and sargeants scurrying around. These soon fell
- to my trusty shotgun and I proceeded to scale the hill.
-
- I got to the top.....
-
- ....and....
-
- ....nothing! No end. No switch. What a disappointment!
-
-
- Overall I found this WAD too small and lacking in some obvious areas -
- like an end switch. There is promise here but this WAD is essentially
- an experiment on the part of the author. I don't recommend downloading
- it.
-
- On scales of 0 to 10.
-
- Layout: 5
- Textures: 7
- Difficulty: 5
- Level Logic: 7
- Funness 4
-
- On Cameron's overall scale of 0 to 10, Spit.wad scores a 5.6.
-
- spit.wad is available via ftp on ocf.unt.edu.
-
- - Cameron (cam@iinet.com.au).
-
- Cameron's Score meanings:
-
- All scores are 0 to 10.
-
- Layout: Badly layed out, floors/lifts don't work as expected, incorrect
- use of doors, etc. No atmosphere. --->
- Well layed out, vantage points well chosen, all lifts/doors/floors
- work as expected. Good atmosphere created.
- Textures: Incorrect/clashing/misaligned/missing textures everywhere --->
- All textures fit together well, are aligned and there is no HOM.
- Difficulty: Too easy/impossible to complete on any difficulty setting * --->
- Everything (health/ammo/weapons/monsters) is well balanced.
- Level Logic: Items provided and never used/needed items don't exist/keys
- cannot be found, too much doubling back required --->
- All items are found in logical order and are used, level flows
- smoothly.
- Funness: Wished I'd never spent time even downloading it, let alone
- playing it --->
- I had great fun playing it and will play it more than once.
-
- Overall score: 0 - 5: don't bother.
- 5 - 6: shows promise but not worth downloading.
- 6 - 7: if it was cleaned up it would be good.
- 7 - 8: good effort, worth downloading.
- 8 - 9: excellent.
- 9+ : like a unicorn.
-
- * difficulty score is also modified by how hard the author claims it is and
- whether this claim is supported on playing it.
-
-
- ----
-
- STAIRS.WAD (Review By Cameron Newham (cam@iinet.com.au))
-
- Copyright (c) Cameron B. Newham, 1994
-
- =====================================
-
- Title : STAIRS.WAD
- Author : Jason Whittington
- Email Address : jawhitti@mailhost.ecn.uoknor.edu
- Misc. Author Info :
-
- Description :
-
- This wad was created with a (slightly customized) version of DEU 5.0/5.1,
- and the final level was compiled with BSP. It features some nice looks and
- some moderately difficult secrets.
-
- THis WAD replace E1M1 but you are free to use it as whatever level you like.
- It is fun as single player, not all THAT hard, and was designed with an eye
- for DEATHMATCH play. As such, all weapons are present, as well as a lot of
- "goodies". It is comparable in size/difficulty to E2L3 I think, and
- I invite any reviewers to review this wad and post comments on it.
-
- ======================================
-
- Well, it's not quite Sunday, but I thought I'd start early and review
- this weeks WAD. Who knows - I might review another one tomorrow.
- I happened to see Stairs just after I'd uploaded my own WAD, so I
- grabbed it and had a play around with it this-evening.
-
- On to the review:
-
- I played stairs on "Hurt me plenty" difficulty, but viewing in Deu
- afterwards I discovered that levels have not been implemented. It's
- all or nothing.
-
- Stairs starts out in a techwalled room - no doorway in. I've noticed
- this in other WAD's (and my own first few suffered from this) and
- really, when one thinks about it - how the hell does that marine
- get there? It's always nice to put a door in (one that can't be
- opened) to give the idea we've just entered the place.
-
- Ahead of me was a large door which led to a passage way with some
- pesky soldiers and imps. I climbed some stairs and came to a nice
- window with a view of a rocket launcher (totally unreachable from
- where I was - so close yet so far!). Having found no way to get to
- this weapon of mass destruction I proceeded along a bit further and
- to encounter computer walls that shoot fireballs. Now, having a
- shoot through on an apparent solid wall is not my idea of believability.
- Certainly, having a shoot through computer wall is a long way from
- believability - but that's my opinion and I digress.
-
- Dodging back down the stairs I headed off to another section, killed
- some more pesky soldiers and then backtracked to the fireball wall
- area. I found some stairs I hadn't seen before and headed down
- to some of those large dead thorn trees. Hmmm - I spotted the
- first example of how this author has produced a nice level plan
- but spoilt it with lack of attention to detail. Unfortunately the
- stairs' rises had too large a spacing and the use of a bitmap
- texture with too small a height. This leads to "pink gap" on the
- texture - you get little bits of pink appearing where the Doom
- engine is trying to fill in the space where there is no texture.
- I also noticed misaligned textures on the sides of the stairs.
-
- I completed this area of the level and moved off to another area
- I had not been able to get into because of the lack of a key.
- This was an outside area with some more steps sporting pink gap.
- One of the doors here also has it because it has had textures
- defined incorrectly.
-
- Having blasted some pink apes and sargeants with my trusty shotgun
- I proceeded down a wooden corridor. Once again the effect was spoilt -
- a panel of "startan" glaring out from the wooden sides of the passage.
- At this point I was wearing a radiation suit - which unfortunately ran
- out before I reached the acid. It didn't matter as I could easily
- cross the acid danger without staying in it too long.
-
- Once again I found an example of lack of attention - a section of
- floor that automagically raised into the ceiling and beyond! Loading
- the saved game and standing on this caused it to lower infinately
- into the ground! It would appear that the author hasn't tested
- this part to see if it works.
-
- I found some teleporters that led of to secret areas with lots of
- goodies. Here too were badly placed textures - the teleport floors
- were misaligned. Teleporting back I proceeded further to a room
- with computer walls (incorrectly aligned) and into another area
- with a baron. This area has an upper texture undefined and hence
- sports some nice (fortunately minor) HOM.
-
- I fought my way through several other rooms and arrived at a nice
- area with imps firing fireballs over great distances - this was
- a good effect. The lone cacodemon bit the dust (or is that acid?)
- and I exploded several imps and sargeants with barrels. Once again,
- the full effect of this area was spoilt by badly aligned textures, many
- of them glaringly obvious. The lone sargeant guarding the exit switch
- didn't argue with the small lumps of lead that filled him and that
- was that.
-
- Overall I found this WAD nice to play. It was, as the author claimed,
- not too hard to play. It is a shame that it didn't have any of
- the rough edges taken off before it was released. Hopefully the
- author will play test and examine his WAD's more thoroughly before
- releasing them in future. I would only recommend downloading this WAD
- if you've got the time. I didn't play it in Deathmatch but I have
- a feeling it wouldn't play any better than solo as it lacks enough
- multiple paths for doubling back and ambushing.
-
- On scales of 0 to 10.
-
- Layout: 6
- Textures: 5
- Difficulty: 7
- Level Logic: 8
- Funness 6
-
- On Cameron's overall scale of 0 to 10, stairs.wad scores a 6.4.
-
- - Cameron (cam@iinet.com.au).
-
- ----
-
- STEWBETA.WAD (Review By Tom Holmes)
-
- Author: See Below
-
- Excerpt from the accompanying text file -------------------------
-
- This file was especially made for you deathmatch people out there.
- It's put in the medieval part of time with of course the good
- weapons. It has two towers with a cyberdeamon that can hit you on
- top of the towers.
-
- umharnis@ccu.umanitoba.ca
- umrich32@ccu.umanitoba.ca
- -----------------------------------------------------------------
- Brief Synopsis --------------------------------------------------
-
- This pwad is a overly simplistic, poorly constructed level that
- plain doesn't work. Don't waste your time, especially for
- deathmatch.
- -----------------------------------------------------------------
- Detailed Review -------------------------------------------------
-
- STEWBETA should have been STEWPREALPHA. It was so rife with
- sector errors on ALL of the structures that you couldn't turn a
- corner without seeing the 'hall-of-mirrors' effect or getting
- stuck on a linedef. Monsters were totally out of proportion to
- weapons available. In spite of the authors' claims, monsters or
- players on the ground cannot hit those in the big tower. Let's
- not waste a huge amount of time ripping this one to shreds.
- Just don't bother.
- ******************* SPOILER INFORMATION *************************
- You start out in the top of a secondary tower, southwest of the
- main tower which is surrounded by a lake of bad stuff in the
- center of the map. The surrounding plain is about as big as it
- can possibly be. From you vantage point, you can see most of the
- surrounding terrain (plain though it may be), and if you mess
- around long enough, the cyberdemon will spot you. The method of
- descending is a long freefall to the floor. The sparse amount
- of goodies you can collect from outside the lake are somewhat
- hidden in the long shadows cast by both towers. I never would
- have found the bridge across the lake to the main tower without
- DEU, since there is no real clue to it's existance.
-
- After crossing the bridge, I climbed the bijillions of steps to
- the top of the tower, battling hordes of mirrors (and nothing
- else). At the top was the BFG9000, with which I was unable to
- touch the cyberdemon far, far below. Luckily, he wasn't able to
- touch me either. Forty-five minutes later, I woke with a start
- to realize that I'd fallen asleep with my finger on the right
- arrow key. My marine was so dizzy, I had to quit while he blew
- his lunch over the edge of the tower. As I watched his last
- meal plummet to the lake below, it suddenly hit me where the
- 'stew' in stewbeta came from.
- *****************************************************************
- -----------------------------------------------------------------
- Quantitative Assessment
-
- Graphics: n/a
- Sound: n/a
- Complexity: 2 Whatever they were trying to do, they failed
- (but they did try)
- Gameplay: 2 No fun here, but you could derive mild amusement
- from jumping off of high objects.
- Overall: 1 Please don't release junk like this. People will
- not thank or admire you.
-
- ----
-
- SWEET.WAD (Review By WatcherTwo)
-
- Author : James Bearden
-
-
- [The Green clears ... (or the screen melts away to show...) ]
- Shhhhhhiiiiiiii.. Um, nnnn Bone! (AOL our local censor is
- watching) Shotguns firing! Bulls snorting! and I'm in a small
- (Startan3) room with no way out!
- I spot my shotgun being delivered by a former human, I thank
- him with my pistol and start using it! Whew! That was nasty!
- (Yes, you got me the first try, but I made it the second!)
- I now knew what kind of level this was going to be. Now, will
- I be ammo starved as well? I found a suit of armor during the
- fight and with the shotguns I pick up, I'm doing pretty good.
- I pick up a 25 pounder (medkit) and check for secrets, nothing.
- I kick the next door knowing what to expect, I'm not
- dissapointed. I plow on, and on, and on.... 8^).
- I don't know if I was just in the mood for this or what, but
- I enjoyed this level. Very simple, go from room to room and
- kill off the nasties... There is plenty of ammo and more than
- enough health, I finished the level with 150% health remaining
- on the level and I had 198% health myself. (Yes, that last
- guy tagged me for 2%!)
- I plowed my way through the level following the only path I
- could take, hitting whatever switches I found and bang, I'm done!
- The end level switch was unmarked 8^(, and I hadn't saved yet!
- Ok, now I know, I run the level again and save at the switch
- (in approx. the same condition as the first time), now where do
- I go from here? I check the map (IDBEHOLDA), nothing, Ok, it's
- deu then... Ok, now I know where the UNmarked switch to continue
- is, I hit it and move on... I find myself standing in a pit with
- no way out... 8^( (Right, I didn't read the last line in the text
- file, it's my own fault!) And I hadn't saved! Da...Crap! (AOL)
- I pop up deu again.. Ok, now I know...
- This level can't get much for ratings because it really isn't
- much and although I found no HOM it's just a bunch of rooms with
- a couple of neat tricks (and some badly designed switches). But
- as I said, maybe it was just my mood, but it was fun. If somebody
- else plays this level, I'd like to know if they agree.
-
- Watcher rating for Design?
- 4
- Watcher rating for Game Play?
- 7
- As always, these ratings reflect my personal preferences in game
- design and play as well as the mood I happen to be in at the time I
- played it. Other opinions may vary, actually they almost surely will!
-
- ----
-
- TEMPLE11.WAD (Review By Tom Holmes)
-
- Author: Mark Mackey
-
- Excerpt from the accompanying text file -------------------------
-
- TEMPLE11.WAD is a new WAD file for (registered) DOOM. It's not a large
- level, but it's tricky (grin). This WAD is intended for those who like
- panic situations but dislike
- (a) Oh! Another 247 cacodemons in this room. Ho hum!
- (b) Now let me see, if I flip the third, fourteenth and 182nd switches,
- then shoot these three walls, then the door _might_ open...
- type situations. I wrote this to see what new traps and ideas I could
- come up with...
-
- 1) This level is _hard_. Difficulty settings are implemented, so try it
- on Hurt Me Plenty or something first :).
- 2) This level was designed for ONE PLAYER MODE!
- There are no Deathmatch spots or Player 2,3,4 starts on this level
- because I forgot to put 'em in. I don't have a network or modem, so I
- don't see why anyone else should be allowed to play multiplayer :) Feel
- free to add DM spots and Player <n> starts if you want to.
- 3) This WAD is suitable for inclusion into a multi-level pack if anyone
- wants to put one together. It works best when the player starts with
- just a pistol, and the best weapon available is a chaingun (only in
- difficulty level 3+, and you have to work to get it...).
- 4) I spent a lot of time getting the textures working on this level. One
- call for those out there working on new WADS: a bit of professionalism,
- please! Don't release 'em until they look good, as well as play good!
- -----------------------------------------------------------------
- Brief Synopsis --------------------------------------------------
-
- Everything Mark says above is right on the money. Temple11 is
- very well done, and very difficult on Ultra Violence (is there
- any other skill level?). This one's a keeper.
- -----------------------------------------------------------------
- Detailed Review -------------------------------------------------
-
- Those of you who are considering publishing a pwad for the rest
- of us should look closely at this one. Mark's effort here is
- quite close to the quality of the levels id produces. There was
- one stray wild line in the dias room, but I'd played several
- times before seeing it. There was also a very slight texture
- problem on one set of stairs (horizontal pink gap). Neither of
- these problems detracted in any real way from my enjoyment of
- the wad.
- ******************* SPOILER INFORMATION *************************
- Temple11 was really tough as a 1/1 pwad. It would be more
- appropriate to place it in L3 or L4 so the player could have a
- few shells and a shotgun starting out. In order to complete it,
- I had to restart a couple of dozen times. The monsters you'll
- face in the first sectors are too much for the pistol and
- standard ammo ration. I was forced to progressively learn
- enough about the level (through dying), to find a good place to
- run (kind of an alternate starting place). I had to barge past
- a dozen or so monsters at a dead run. Take you time with this
- one, it's worth the effort.
- *****************************************************************
- -----------------------------------------------------------------
- Quantitative Assessment
-
- Graphics: n/a
- Sound: n/a
- Complexity: 8 Lots of secrets, traps and clever devices.
- Gameplay: 7 A little too difficult for an E1L1 pwad.
- Overall: 8.7 Very well done and thoroughly debugged.
-
- ----
-
- THEPITS.WAD (Review By Daniel)
-
- Author : Alex Siegel
-
- Description:
-
- You start at the bottom of a pit. Your first introduction to the
- level is a friendly shotgun blast from the nearest sergeant. You
- quickly grab the shotgun in front of you and dive up the steps as
- you fire, leveling his body with one quick shot. There's no time
- to gloat as you move along the inverted pyramid, fighting bad guy
- after bad guy.
-
- After what seems like hours of killing off demonic hordes, you
- finally reach the top level, and rush gleefully towards a medikit.
- Too bad for you, a spectre that was camouflaged against the dark
- gray walls just happened to be standing in front of the health
- kit. Munch, munch. You fall down dead, clutching your throat in
- the classic DOOMarine death.
-
- * * *
-
- This is THEPITS.WAD, and if you're an experienced DOOMer looking
- for a challenge, this is the pwad for you. (Difficulty levels on
- this pwad are implemented; I will assume everyone is playing on
- ultra-violent ;)
-
- This start of this level--a "pit"--is a creative way for starting
- out a difficult level. The monsters are all above you, and they
- will prove this fact over and over by pelting you with fireballs,
- etc. And once you leave the pit it's no better, as you're sub-
- jected to a level of catacombs, where a monsters nearly always
- lurks around the next corner.
-
- This is basically a shoot-em-up level. Not a whole lot of think-
- ing is required, but if you're playing on ultra-violent you'd bet-
- ter hope like hell that some survival instincts start kicking in,
- because if they don't, your face will _get_ kicked in. Also, if
- you're playing DOOM on a 386, you may wish to run on a small win-
- dow or play with low resolution at the beginning and the end. A
- few of these parts ran slightly slower even on my 486dx2/66.
-
- Thepits plays very well, and the textures look pretty nice. The
- "roof" of the area seems a little bare, as the only monsters are
- contained in the three areas of the level. There is a unique
- part towards the end of the level, and I'll try not to spoil it
- for anyone (it's worth experiencing). However, the monsters end
- up seeming like they cannot move; they're prisoners of their
- platforms. Basically all they can do is shoot back, which is
- sort of boring. I'm not sure if this is a problem with the level
- or a shortcoming of the DOOM environment, but it would have been
- much more interesting had the monsters been able to move around.
-
- The level is designed to support cooperative and deathmatch modes,
- but I wasn't able to test them. I'd assume that the deathmatch
- mode could get quite interesting with three people or more, as the
- only weapons on the level are the shotgun, chaingun and rocket
- launcher (there is a berserker kit, but this doens't help a whole
- lot in deathmatch games). Cooperative mode also has the poten-
- tial for an exciting game, as shooting the monsters and _not_ your
- partner would be quite a challenge, especially in the pit and the
- catacombs.
-
- Thepits is an advanced level, but it can be played for the not-so-
- diehard DOOM players, so downloading it wouldn't hurt. You might
- even improve your game by playing it (sounds like a golf tip).
-
- By the way, if you record an lmp of yourself finishing the level
- on ultra-violent, send me a copy as well. The furthest I've got-
- ten was the last room, where I was hit on the back by a fireball
- (damn you imp!) as I was rushing along the, uh, well I promised
- not to give it away. :)
-
- On scales of 0 to 10:
-
- Layout: 7
- Textures: 8
- Difficulty: 10
- Level Logic: 5
- Funness: 8
-
- On a Cameron overall scale of 0 to 10, THEPITS.WAD scores a 7.6.
-
- Level Hint: Backtrack through the catacombs frequently. As you pass
- certain points it seems that various monsters get "relea-
- sed." If you go back you'll end up hunting them, and
- it's better for you to hunt the monster than for the mon-
- ster to hunt you.
-
- ----
-
- TNCROSS2.WAD (Review By William Harris)
-
- I materialized on a bed of hot glowing coals. OUCH! OUCH! I spun around
- and grabbing the rifle that was right there jumped out into an arena, hoping
- I'd not pay for my hastiness. Everything was quiet. I stopped at a corner.
- Did I hear something? Edging around, I neatly picked off an enemy. Some
- familiar flaming heads started floating over the top of a small compound -
- whoops, time for more ammo!
-
- (later) Hmmm, what is that splotch of blood doing on the floor? Could it
- be... I examine the wall closely, finding the secret catch. Nodding to
- myself, I step into the room. The far wall opens! A horde of beasts
- descend upon me! A quick teleport is all that saves my butt from being
- chewed, but they start coming through the teleporter. My trusty shotgun is
- hard pressed to keep up with the stream, but gradually it comes to a stop.
- Whew! I wipe the sweat from my brow, then take a look at the hidden niche
- that has been revealed sometime in the fighting...
-
- The original TNCROSS.WAD was one of the best of the early add-on levels.
- TNCROSS2 is an update to the original that features additional secrets,
- more goodies, some excellent surprise traps, and even more deathmatch
- playability. About the only thing I dislike about the level is
- materializing on a hurtful bed of lava; you have to jump out to the main
- slayground immediately without getting a chance to survey your surroundings.
-
- Design : 8
- A worthy update to the original. Possibly a tad simple for a true
- single-player afficienado, but it is more complicated than it looks. It has
- an excellent mix of ambush points, weapons, and hideaways for an extended
- deathmatch.
-
- Complexity : 7
- Better than average for an early mission replacement (looks good for an E2M1
- or E3M1 level). It -could- be more complicated, but that might be hard to
- do and still stay in the spirit of the original TNCROSS.
-
- Gameplay : 9
- It's tougher than it looks, and even experienced Doomers may get caught by
- surprise in a couple of the monster ambushes. Excellent deathmatch play.
-
- Overall: 9
- A worthy update to the original TNCROSS. Good balance of creatures and
- weapons, and there's enough stuff lying around to make a deathmatch
- entertaining. The only flaw worth mentioning is that there is really not
- much cooperative playability.
-
- ----
-
- TNSPIRES.WAD (Review By William Harris)
-
- The author says in the accompanying TXT file that this level is designed for
- hours of pointless fragging. The only trouble is that he didn't mention
- exactly HOW pointless it is. :-( There are no exit buttons, there is no
- manoeverability needed or even possible, there's just you and your opponents
- firing at each other from a distance. You and your opponents each
- materialize on top of your own very tall tower of stone, at some distance
- from each other. You've got a shotgun. That is basically it. You can't
- move from the top of your tower (the rest of the level is covered with
- lava) and there's no exit from the level. Not only is the level pointless,
- something about it produces a sort of "Hall of Floor" effect where
- occasionally the screen will fill with the floor texture.
-
- I expected more from the author of TNCROSS.
-
- ----
-
- TTADOM11.WAD (Review By Tom Holmes)
-
- Author: TTA
-
- Episode/Level: 1/1
-
- Excerpt from the accompanying text file -------------------------
-
- TTADOM11.WAD - The first level of a upcoming series
- of good (hopefully :) DooM levels by TTA!
-
- Lots of people seemed to like our Wolf levels, so we
- figured we'd give this a shot :) I love DooM!
-
- Here's the story so far . . .
-
- You are a hyper-cool tech-warrior who likes to kick demon ASS! Since
- you had nothing to do after your last mission, which involved destroying
- an entire solar system of tards and mutants, you chose to infiltrate a
- fu'ped space base in some deep dark sector of the galaxy. Hearing
- reports of hell itself invading the basement, you figured that the place
- could prove to be entertaining! Now you've teleported into a tiny room
- with nothing but a shotgun, due to those damn inter-planetary customs
- officials, but this doesn't dampen your spirits. Gritting your teeth so
- hard that your gums bleed, you hit the switch to begin the descent into
- hell where Satan's gonna have his Day of Reckoning!!!
-
- This level is fully ready to play as a Multiplayer game of any size and
- type. It also only bothers with the Ultra Violence skill level, so even
- if you choose an easier level, you'll still get almost all of the same
- enemies.
- -----------------------------------------------------------------
- Brief Synopsis --------------------------------------------------
-
- Play this pwad! This one is my favorite of all the ones I've
- reviewed. If you're quite good, you may beat it the first time
- through. The joy of TTADOM11 is that it keeps moving quickly
- from the start until the end. I'm uploading an lmp file titled
- TTALMP11.ZIP to ocf.unt.edu for anyone that's interested. I've
- played this level half a dozen times since I beat it. It's a
- keeper.
- -----------------------------------------------------------------
- Detailed Review -------------------------------------------------
-
- Construction on TTADOM11 is very well done. I only found one
- problem, which is evident in the lmp I made. Going around one
- corner can get you hung up, but it's a spot that isn't dangerous.
- I didn't find any texture problems anywhere in the pwad, which is
- very rare. I might not always agree with the textures used, but
- they are never garish or offensive. Light levels are uniformly
- appropriate. In other words, nothing in this pwad seems to be
- out of place or 'wrong'. If you build pwads, you know that isn't
- easy to do.
- ******************* SPOILER INFORMATION *************************
- Regards and thanks to Watcher Two for his dramatic inspiration.
-
- It was hard to believe that twenty-four hours ago I was busy
- putting the finishing touches on my doctoral thesis in quantum
- physics. Furthering my education was one of the few positive
- results of cold-cocking that bastard, Major Daily.
-
- The Marine Corps has a saying -- 'God, Country and the Corps....
- in that order'. I had a constitutional right, no, more than
- that, an obligation to question Daily's order to fire upon the
- unarmed protestors that day in DC. I may have gotten away with
- that, but when he decided to personally carry out the order, I
- had to put him down. So there I was, on every tri-vid in
- North America, breaking the Major's jaw while CNN's cameras
- zoomed in for a closeup of two of his bloody teeth hitting the
- concrete. The whole incident was a major embarrassment to the
- Defense Department, and while the general populace hailed me as
- their hero of the minute, my orders for an extended tour in
- BFE swiftly followed.
-
- Now here I was, babysitting a dropship while the sounds of heavy
- combat filtered up through the lift leading into the CSA
- compound. Gradually, the echos of gunfire and whomp of rocket
- launchers began to diminish. After twenty minutes, they were
- gone altogether. I resigned myself to the probability of having
- disobey orders again to find out what had happened to my squad.
- A quick canvas of the dropship revealed the precariousness of my
- situation. The best weapon available was the personal sidearm
- on my left hip, a pneumatic .45 caliber handgun. That and my
- brass 'nuks' would have to be enough.
-
- I waited another thirty minutes for the squad to return, but
- no dice. I popped the retaining strap on my hoster, drew my
- weapon, and scurried across the fifty yards separating the
- dropshit and the lift. Nothing left to do but run a quick
- diagnostics on my helmet, check my clips, grit my teeth, pucker
- my asshole and punch the 'down' button.
-
- I was immediately in the shit. Two grunts were standing next
- to the lift, looking like they'd just been dug out of Arlington.
- They were in standard Corp battle gear, but their flesh was
- blanched and their eyes were dead. They also stunk like hell.
- Luckily, they were startled by my entrance and I instinctively
- popped a cap into both of their unprotected skulls. They hadn't
- hit the floor when the sting of a shotgun blast spun me around.
- Two shock troopers were advancing stiff-legged from the far side
- of the room. I dropped to the floor and pumped the remainder of
- my clip into them. I was pleased to realize that whatever had
- been done to these troops had taken away their coiled-spring
- marine training.
-
- As the second clip slid into my 45, a critter out of a nightmare
- came into view. If not for its red skin, four inch claws,
- glowing eyes, elongated canines and profusion of horny growths,
- it could have passed for human. It screamed like something from
- the pits of hell, side-armed a flaming ball of.....something at
- me. I rolled to the right and fired four shots into the thing,
- but it didn't stop. It followed up with another fireball and
- I rolled again, this time to the left. Three more 45 slugs
- proved to be the recipe for killing it.
-
- I looked around carefully, but there were no other hostiles
- in the area. I walked over to the devil, picking up a shotgun
- and some shells on the way. It had taken several shots that
- would have instantly killed a human. Its skin was dry and
- scaley and it had teeth and claws that were as strong as iron.
- Weird. I'd have to be very careful if there were more oddities
- like this one roaming around. In the adjoining room, there were
- a few useful items, including a box of shotgun shells and a
- couple of bottles of Murphy's heal-all. As I searched the far
- end of the room I must have triggered a motion sensor, causing
- the wall to rise, and revealing an opening into a hallway.
- A boot scuff warned me of someone approaching. I leveled the
- shotgun and promptly blasted the back of another undead marine's
- head off. No sooner had I chambered another round than a red
- devil shambled into view. I had him dead-to-rights and dropped
- him with a single shot. That was nice to know.
-
- The hallway was clear, so I hot-footed it to the left at a
- quick pace. Whatever was here knew I was here too, so the
- element of suprise rested on my ability to move quickly. I
- turned the corner to find two jarheads standing flatfooted.
- One well-placed shot finished both of them. A long, narrow
- window ran down the better part of the right wall. The
- chamber on the other side of the window was large and dark,
- so I didn't slow down. I rounded another corner, passed a
- door that led into the chamber and met another undead marine
- at the next corner. I blasted him and then the devil that
- was close behind him. This corridor had another long window
- in it, identical to the first one and on the opposite side of
- the corridor. As I inched up to the window, I could hear a
- deep, dry coughing sound coming from within. When the lights
- in the chamber flickered briefly, I could see a large, pink,
- hairless beast rushing around inside.
-
- I pumped a few rounds from the shotgun into it until it hit
- the ground like a burlap sack full of wet bones. Two more
- of the pink apes arrived and were similarly dispatched. I
- peered around the corner of the window and found myself
- face-to-face with a single large eye atop a huge mouth full
- of teeth. I must have made some un-marinelike noises as I
- fired shot after shot into the thing, my finely honed marine
- training temporarily gone. The light from the gunfire
- illuminated the horror like something out of the intro to
- the Texas Chainsaw Massacre. It was as big as my dad's
- tool shed and somehow managed to float unsupported three
- feet off the ground! I'd just emptied my shotgun into the
- thing when it coughed up a sizzling ball of death from its
- innards right onto my flak vest.
-
- Marymotherofchristonapopsiclestick that HURT! I could feel
- the monster-phlem eating through my vest and skin like a
- bucket of battery acid. At least it snapped me out of my
- panic and allowed me to duck for cover. I shed my vest and
- wiped as much of the goo as possible from my chest. Hmmm...
- no more shells for the shotgun and that thing was still
- alive. It occurred to me that the abomination reminded me
- of a monster in a game I'd played as an undergrad, something
- called a beholder. I would have to finish the job with my
- 45, although I admit I was more than a little scared by the
- prospect.
-
- Oh well, he wasn't going to assume room temperature without
- my help, so I low-crawled to a good position under the window
- and popped up. Dark. I waited for a couple of seconds until
- the lights in the chamber flickered on. There he was, thirty
- yards away and looking away. I started hammering slugs into
- it until the clip was exhausted. When the light flickered
- again, the beholder was crumpled in a heap of intestines,
- blue blood and stink.
-
- I went back around the corner to the door into the chamber.
- When I opened it, the first thing I saw was a full suit
- of marine battle armor. I looked around as I donned the
- armor, using the brief pulses of light to examine the
- inside of the chamber. I could see the mutilated bodies
- of my squad-mates, impaled gruesomely on stakes, arrayed
- about the room. They were good guys too. Damned shame.
- I could also see the metallic glint of goodies here and
- there. When the armor was secured, I picked my way among
- the bodies of the fallen monsters, finding a medkit for my
- wounded chest and side, a big box of .45 caliber ammunition,
- a mysterious card key in the shape of a skull, and a
- pristine Remington FA 1200 chain gun, still crated and
- packed in grease! An evil grin crossed my face as I
- pondered the pain and suffering I would bestow upon the rest
- of the hellspawn bastards that had made the mistake of
- messing with real estate protected by the Marine Corps.
-
- This story covered only a fraction of TTADOM11, but space
- and time considerations prevent me from further
- fantasizing. I hope you enjoyed it.
- *****************************************************************
- -----------------------------------------------------------------
- Quantitative Assessment
-
- Graphics: n/a
- Sound: n/a
- Complexity: 6.5 Not too tough.
- Gameplay: 9.5 More fun than shooting womp-rats in Beggar's
- Canyon.
- Overall: 9 The best rating I can give a pwad that doesn't have
- custom graphics and/or sounds.
-
- ----
-
- UCA.WAD (Review By WatcherTwo)
-
- First a quick look at the authors .txt file.
-
- Deimos Moon Base, Anguilla Crater
-
- [snip..] It is very important that you read the text file with this level!
- it has a great story with it which I have deleted from this review.
-
- Welcome to uca.zip. This mission replaces e2m1. This is also the
- first
- WAD I've constructed, using DEU5.1 and BSP1.0. I hope you enjoy it.
- If so, or if not, please give me feedback so I know how to make my next
- one even better. Currently, this mission is tuned to single player
- mode - it is challenging, but definitely possible to complete.
- Believe me, I've play-tested it often enough. :-) If there is a great
- enough demand, I will add in multi-player options as well.
- I am currently at work on a sequel that continues where uca.wad
- ends. After all, your soldier is still stuck and lost within the
- hostile base....he still has to make it back to the surface alive
- to make rendezvous with the Gateway... :-)
-
- Happy Hunting!
-
- Eddie Nguyen
- anguilla@raphael.acpub.duke.edu
-
-
-
- ---------------------------------------------------------
- And now on with the review!
-
- [The Green clears ... (or the screen melts away to show...) ]
- A large pink wall, as expected (read the .txt), I turn around
- to see a large room, very large, and several nasties that haven't
- noticed me yet.. I'll bet that won't last long! I survey the
- room and attempt to determine the best course of action... I
- wonder how hot this lava is... I hold my hand over the lava,
- but not careful enough, it's HOT! I begin to put my plan into
- play, fire here, dodge there, run down this walkway (cooler)
- through the lava. Well with minimal damage I manage to clear
- the room of nasties. Now how do I get out of here? Knowing
- that this is a first attempt for this author I save the game
- and start searching for an exit. After too much searching (I
- wasn't paying enough attention!) I find 4 switches in a very
- sneaky hiding place... but I have turned a bit too quick and all
- 4 sides look the same, well, I guess I'll hit all of them! Big
- mistake!
- This level is very heavy on the Nintendo side, you need to
- enjoy the save/try/restore.... type of game to enjoy this game.
- It has plenty of jumping in cramped spaces through a small maze.
- This just wasn't my type of wad. 8^(
- On the other hand, it was well done, only a spot of HOM here
- and there. The author was able to set the atmosphere quite well.
- I have played a couple of levels now where you walk on lava that
- isn't hot... Is that possible? Isn't lava by definition hot?
- Oh well, the author is obviously technically doing quite well
- and I look forward to his next attempt. This is the wad he
- learned on, next level we'll see what he has learned. 8^)
-
- Watcher rating for Design?
- 6
- Watcher rating for Game Play?
- 5
-
- ----
-
- WANTON12.WAD(Review by Bill Devos)
-
- [The Green clears ... ]
- I blink several times (my eyes are sensitive to the light from
- spending so much time in the underworld fighting demons!), as
- my sight clears I see an open space... this must be 2 maybe 3
- football fields in length, and just as wide! (it took me 15
- seconds to run from wall to wall). I smile... lot's of room
- to manuver and lot's of light... all I need now is my shotgun,
- where did I put that thing anyway? I begin to wander around
- outside looking for that lost item, picking off the odd
- humanoid and gathering ammo (wish I had a gattling gun to go
- with it!). After clearing the yard of garbage, I find my
- shotgun and a couple of boxes of shells tucked away just
- where I left it! (I must have a terrible memory!)
- Well, now that I'm loaded for bear, let's go have fun! Of
- the doors available in the yard, I can only seem to open one
- of them, I'll have to find one of those colored crowbars to
- crack the rest of them! I kick the door open and get ready to
- fight! Hmmmm, it's kind'a dark in here, I peak around to see
- if anybody has noticed me yet... I seem to be sneaking around
- ok. Well, it's a pitch black room, I don't hear anything, but
- I can't see if those lurkers are here or not! I do have my
- suspicions though! I fire a single shot with my pistol to
- see if I can wake anything up... sure enough I hear my least
- favorite monster... those darn Flaming Heads!
- I stay close to the door hoping to get some close shots at
- these pesky little buggers, they can be such a pain in a large
- room, and from the little specs of light I can see, I think
- this is a real big one.
- Well, after lot's of screaming and yelling and more than a
- few pistol shots (trying to conserve ammo, you never know), I
- clean up the mess and venture into the room. I hear a door
- behind me... It's the door I came in, it stayed open all this
- time, now it's closed... I check... I'm trapped!
- Oh well, I check out my surroundings as best I can, "Damn I
- hate pitch black rooms!", I seem to be standing on a fairly
- narrow walkway (well it seems pretty narrow in the dark!),
- from what I can tell, there's hot lava down there, I don't
- think falling off here would be good! I follow the narrow
- track and hear the soft whooosh of a door... but I can't tell
- where it's coming from. I turn carefully around and see more
- of those ^#$!*$(*$R($#%@ heads coming out of the wall from
- behind a panel, I must have tripped a trigger to some doors!
- [Parts of this review seem to be missing... 8^)]
- Whew, I'm out of those black rooms! What a relief! Now
- where to next? I make my way to the only other door that
- permits me entry (with my new crowbar) and begin to check out
- the surroundings... narrow hallways, I had better be careful
- here, there's no room to dodge fireballs or whatever might
- come down this hallway.
- Well, enough story, this wad is (I'm sorry to say) is the
- first wad that has managed to combine all the pieces and
- parts that I don't like in DOOM into one wad!
- Fighting in the dark is a pain in the butt! Please authors
- raise the light level a little! PLEASE! It's no fun to
- fight monsters that you can't see while teetering on a narrow
- ledge (especially Flaming Heads although you can see THEM!)
- and then going into cramped spaces (narrow hallways and
- very small rooms with barrels strewn about the walls), and
- fighting Red Heads!
- As I completed the level with all the monsters dead (but
- 0, read that as ZERO ammo), I took a peak at what was to
- come in level 2, more mazes.. and they looked nasty! I
- decided enough was enough.
- I don't think this was a bad level per say, it was just
- that it seemed to have all the stuff I don't like, others
- may love it! It was pretty clean, I did notice that
- when I got off of an elevator and turned around to have a
- look at it, the side I was looking at had NO texture...
- pure HOM! There were also a few places where you get that
- 'flash of HOM' as you walk onto an elevator or through a
- door, but with a level this size that is not surprizing. I really
- liked the way Jason broke the wad into 2 levels, well done!
- I do think that there will be those that will love this
- level, it was well thought out and a lot of hard work
- obviously went into it. To be honest if the author had
- not specifically requested me to review it I would not
- have because I think I'm to biased against it.
- My thanks to Jason for sending me this wad (all 12 messages
- of it, AOL broke it down for me, 8^() nice huh?)
-
- Watcher rating for Design?
- ?
- As far as dark roomed/maze wads go it looked ok to me, but
- I don't feel qualified to rate this one. 8^)
-
- Watcher rating for Game Play?
- ?
- As far as dark roomed/maze wads go it looked ok to me, but
- I don't feel qualified to rate this one. 8^)
-
- I would really appreciate if someone that likes this type of
- wad look this one over and fill in the ratings for me.
-
- All flames, comments, compliments(?), or requests for reviews
- may be sent to Watcher@aol.com
- Please, if you request a review, send a uuencoded message (I
- guess it doesn't matter what size, AOL will break it into little
- pieces anyway!) if you can of the zipped
- wad and it's .txt file.
-
- ----
-
- WARHOUSE.WAD (Review By Cameron Newham (cam@iinet.com.au))
-
- Copyright (c) Cameron B. Newham, 1994
-
- =====================================
-
- Title :WARHOUSE.WAD
- Author :Mike Barker
- Email Address :s19788@hp.rmc.ca
- Misc. Author Info :Send Comments!
-
- Description :Imagine that a large, abandoned, warehouse in your
- home town has been overrun by nasties. It is up to
- you to save the day! You must first fight your way
- in from outside, make it through the outer offices,
- and then finally into the warehouse itself.
-
- ======================================
-
- This is my first review of a WAD. Please note that there are possible
- spoilers ahead, although I'll try to give nothing away. I hope you
- enjoy reading this review.
-
-
- Having read the rather interesting description I sat down on Sunday
- afternoon, ready for a game of Doom in the local warehouse.
- I fired up Doom and selected "Hurt me plenty" - after all, I wanted
- to be able to write this review in a reasonable time and not be
- beaten to a pulp!
-
- Initially I was quite impressed - a stone courtyard surrounding a large
- building with several enterences. I secured the area, cleaning up the
- patrols that lurked outside and blowing a large cluster of barrels
- away. I then entered the building.
-
- It was dark! Dark in every room! This was my first encounter with
- the overall darkness of the warehouse. Sure - abandoned warehouses
- are dark because they have no power, but this one was populated by
- badasses. A little light here and there would have been nice.
-
- I entered at a point that led into several small rooms connected
- by sliding doors. I soon cleaned these out and reached my first
- serious check. I needed a red keycard to get any further! Nowhere
- was this card to be seen. I searched the darkness for clues but
- to no avail. No gleam of red was to be seen. In desperation I
- had to apply iddt, which I *really* didn't want to do. There it lay
- hidden away in a section that I would never have found.
-
- Wad authors please note this in future - never never leave a player
- needing something and provide no clues. Id never did that with their
- levels. Eg: E1M2 - you see the chainsaw but have to work out how to
- get to it. Seeing it narrows the search area down. Providing no
- clues (slight wall texture differences/being able to see the goal, etc)
- means a lot of needless work for the player. If you do feel the need
- to do this, at least make the item non-essential for play.
-
- After retrieving the red key I proceeded. It wasn't an easy task.
- This level is built with platforms overlooking the storage area of the
- warehouse and there is no place to snipe from. Battered and weary
- I staggered out after downing the last Imp. I was also baffled.
- There a blue keycard lay - on top of a platform. No switches, nothing.
- How could I get it?
-
- Well I staggered off to the exit and discovered what I thought was
- one last nasty suprise. Having dealt with this attempt on my life
- I ran around a bit more and after some time discovered the blue
- keycard to be accessible. I was a bit non-plussed with this. In a
- way the blue card is too far away from the action and it's not
- obvious. That is, perhaps, more my personal opinion.
-
- After obtaining the key I was lowered into hell itself and had to deal
- with several more evils. I also discovered a plasma rifle - after
- I had killed everything! Not only a plasma rifle but a whole cache
- of health and armour bonuses. I think, perhaps, this would have
- done better at some other point in the level - after all, I didn't
- need any of it.
-
- As far as texture choice and placement is concerned, this WAD does
- quite well. There was, I felt, a bit too much "startan" for the
- the building - maybe just because, as a default for the Deu editor,
- I've seen one too many panels of this texture.
-
- Overall I found this WAD fun to play. It was also challenging,
- even on the lower skill level. I would recommend warhouse.wad
- to anyone wanting a generally challenging level.
-
- On scales of 0 to 10.
-
- Layout: 8
- Textures: 8
- Difficulty: 7
- Level Logic: 6
- Funness 8
-
- On Cameron's overall scale of 0 to 10, Warhouse.wad scores a 7.
-
- - Cameron (cam@iinet.com.au).
-
- ----
-
- WILLE1M1.WAD(Review by Bill Devos)
-
- [The Green clears ... ]
-
- I quickly glance around me and listen for enemies... hmm...
- nothing, Ok then where is my shotgun? I begin the search for
- a decent weapon and some ammo...
- I see that I am in a normal building surrounded by green walls
- (who was the decorator in here anyway?), I check each hallway
- and see nothing, so I choose one and spin around the corner,
- I fire a few rounds into the raggedy looking humans, no harm
- done. I see another door, and what appears to be a hallway,
- I better run past it first just in case.. I do and spin,
- THERE HE IS, and he's holding MY shotgun! I riddle him full
- of bullets (Yea right, with a pistol) and grab my shotgun as
- it is about to hit the ground. I wipe off the grime from the
- previous owner and check the load... only 4 shells left, I need
- ammo, but I have a shotgun, I can take on the world now! I kick
- open the door and clear the next room (with green walls, I sure
- am getting tired of green!) tucking the shells into my ammo pack,
- now I'm ready!
- I'm beginning to wonder if this is going to be another walk
- through, or if I'm going to find a challenge here, after searching
- the area for secrets I head on though the only door unopened...
- a few more doors to choose from, I choose one and find another
- door (a green door, in a green room) no monsters... I back out
- to check some more.. I'm beginning to get a bad feeling about
- this, I don't have many shells...
- I begin to %@!^&$!&%$#@*^%&(&^#@#$%^@$#*^&%)(*_(%*^#%$#@&^
- Hmm, what was that, line noise? I wonder how much just got
- cut out... well on with the story.
- I grab the invincibility and kick the switch (mentioned
- earlier, weren't you listening? HeHe), and clean out the green
- room, this really is a tough level!
- This was a challenging level, I died several times learning
- how to approach each new area, I have seen invincibility on
- lot's of levels, including ID's, but never needed them, this
- one is a requirement to completing this level!
- I saw no HOM anywhere! My only gripe is the fact that almost
- the entire level is GREEN. I don't mind green, but come on,
- unless there is a reason like you're on a level covered in slime
- pits (isn't that why the walls are green? from slime?).
-
- Watcher rating for design?
- 7
- For a first level...would be 8 with some color.
-
- Watcher rating for Gameplay?
- 10
- I don't know how you could make such a small level
- any more entertaining.
-
- ----
-
- ZZONE.WAD(Review by Daniel)
-
- Authors : Ari Koivisto
-
- Description:
-
- "It's a room full of obstacles, lifts, ambush places and rocket
- launchers." Well, Ari's description of his e1m1 deathmatch wad
- is part true. Rocket launchers and ambush places? Yes--tons
- of them. Full of obstacles and lifts? No. I really didn't
- see any obstacles to mention, unless you count pillars or some-
- thing. And lifts? Well, there's two of them, and I have yet
- to figure out why someone would want to use them.
-
- ZZONE.WAD is an interesting deathmatch pwad. It's basically a
- one room level, and nearly the whole level is _dark_. With
- monsters, it loads up eight cacodemons and one cyberdemon. Two,
- players can play a relatively active game, but, as always, four
- players will keep the game much more alive.
-
- * * *
-
- The first thing you'll see about zzone.wad--the name--brings up
- an interesting point. zzone.wad--two lowercase z's--will vir-
- tually show up last on any FTP directory list. And when you're
- searching through a list of files, do you remember the b's and
- the m's? No. You'll look at the last part of the list and ex-
- claim, "zzone! what a nice looking little wad." Well, maybe
- I'm wrong on this. It could stand for something. Zebra Zone,
- maybe. Or Zima Zone?
-
- As I've already mentioned, zzone is a dark pwad. There are a
- good deal of ambush spots, though most of them are in the open
- and just very dark. And although it's dark, there isn't much
- that makes it stand out from the crowd of deathmatch levels.
-
- Zzone is packed with boxes of rockets. As many of you DOOMers
- might know, rockets and _dark_ areas don't mix very well. So
- if you should decide to play this level, a word of wisdom: if
- you want a frag instead of the mushing sound you get as your
- body blows to bits, aim _carefully_ before launching that roc-
- ket. There are about one hundred boxes of rockets in the area,
- but they end up getting used up rather quickly. So after a
- few minutes you'll be limited to weapons 1 - 5 (chainsaw to
- rocket launcher).
-
- Zzone is nice and small, but it's very ordinary and plain. It
- doesn't have very much special about it. And the weapons are
- not layed out very well. Walk over a three foot area in the
- middle and you'll pick up a shotgun, chaingun and chainsaw.
- Move fifteen feet in any random direction and you'll probably
- snatch a rocket launcher from somewhere.
-
- Zzone can be an interesting level, but you'll have to make it
- one.
-
- On scales of 0 to 10:
-
- Layout: 6
- Textures: 7
- Difficulty: 5
- Huntability: 6
- Funness: 7
-
- On a Cameron overall scale of 0 to 10, ZZONE.WAD scores a 6.2.
-
- Level Hint: Strafe like a rabbit in a fox-coop for the first few
- fights (it will RAIN ROCKETS). In a few minutes the
- boxes of rockets will be gone and you can go back to
- fighting normally.
-
- [Second opinions] -- When two people reviewed a pwad
-
- 11BONES.WAD (Reviewed By Jaeger)
-
- First few rooms are pretty easy- lots of troopers, somewhat like a
- shooting gallery. After you get to the main event things get a little
- tougher. The first major construct is pretty well designed. The use of
- pillars, both as lite columns and structural elements are well-done.
-
- OK, now for the next challenge, a catwalk, overlooked by multiple
- sniper's nests, in the dark. Ow. But doable. (Excuse me, but no one is
- going to look for a switch to open those doors up there! Next time,
- include an LMP in the distribution archive of a successful run for
- people who get stuck.)
-
- Now armed with the red key, I sally off to finish the last big
- challenge! Nice use of textures... (I'm not sure if I like having to
- backtrack two or more times through rooms I've already cleared.)
-
- Grey room- big, well-lit, easy meat. WRONG! The walls drop down, I run
- for the entrance. (Next time close that door- it makes a strategic
- retreat impossible.) OK, they're slugging it out inside- HA! I stand
- outside, allowing a sliver of hallway to give me a killing zone. I slay
- them as they approach, their bodies pile up.
-
- I see bullets spang off the wall next to me- I take a few isolated hits
- as I slowly expose myself to their fire. Run through the center and
- dodge up the stairs. Uh oh, a bunch of sargeants and troopers. My
- shotgun spits death! (Note: the gallery is well-constructed.)
-
- Finally, I stand in the middle of the room, undaunted. Good health,
- armor. Flip the switch, run to the exit.
-
- Three digits on all counters, huzzah.
-
- ----------
-
- OK, now for the good stuff.
-
- 11BONES breaks down into 3 major constructs, each of them a challenge in
- and of itself. I liked it, but it seems like the monsters could be
- beefed up a bit. Or perhaps ammo could be cut down on the higher levels
- of difficulty.
-
- For example, the predominant forms were sargeants and troopers, though
- cacodemons were used sparingly on the catwalk. One thing stands out
- about all three: they had ample room to withdraw. One did not have to
- stand and fight anywhere. This is not a bad thing, but it says something
- about how hard the level is.
-
- Textures were used well, no glaring mismatches. This is where a
- well-done level shines, and promotes the suspension of disbelief.
-
- I especially liked the layout, although some of the rooms linking the
- major rooms were a bit weak.
-
- Rating:
-
- Difficulty: 6
- Play: 7
- Overall: 7
-
- ----
-
- LEDGES.WAD (Reviewed By Don Price)
-
- Let's try something... take a simple .wad file, take out most of the
- monsters, run a netgame with 3 or 4 people, run in Nightmare mode, and
- blast away! This is most certainly not a new idea, but it is sure fun.
- Ledges.wad with, say, 5-7 former humans/seargents and one demon works
- rather well (I keep threatening to delete the demon, but it gives me
- just one more thing to cuss about).
- Leave a former human to guard most weapons, and YOU must guard
- the elevator. (Do this from a distance?)
- Mindless fragging. Ambush points. Hiding spots (useless). All
- weapons (BFG 9000=danger). Play this for an hour to get real rating.
- DonBob says check it out. (Apologies to Joe Bob Briggs)
- If you have a problem with this, deal with it.
-
- ----
-
- MEGALAB.WAD (Review By Bill Devos)
-
- [The Green clears ... (or the screen melts away to show...) ]
- I look around me, I seem to be in a deep cement pit, I hit the
- switch in front of me and grow tense as the floor rises, I hear
- a growl and fire at the rifleman above me. As I look around me
- I see 4 identical doors, I choose one...
- I don't want to give anything a way, but let me tell you there
- is a surprise behind each of those doors! I think the author
- should have 'encouraged' me to go in the right direction, but
- once I figured out what that direction was this level was a blast
- too play! It's very large, like on the scale of an airport!
- HeHeHe 8^), you'll understand when you play it...
- I found not HOM or texture problems with one exception, when
- you get the ball... just stand there and see what happens...
- This is a difficult level, but not overly so, once I figured out
- the right door to start at I finished this level in one life, I
- never got dangerously low on health, but I came very close on ammo!
- All weapons are available on this level, but you have to go
- bumping, or cheat to find them, I cheated. The secrets are
- nmarked 8^((, either that or I didn't look close enough, but I
- think I did.
- The author did a beautiful job of laying this level out, I
- really look forward to his next level!
-
-
- Watcher rating for Design?
- 9
- Watcher rating for Game Play?
- 9
-
-
- ----
-
- STAIRS.WAD (Review By Bill Devos)
-
- First a quick look at the authors .txt file.
-
- Hello,
-
- This wad was created with a (slightly customized) version of DEU 5.0/5.1,
- and the final level was compiled with BSP. It features some nice looks and
- some moderately difficult secrets.
-
- THis WAD replace E1M1 but you are free to use it as whatever level you like.
- It is fun as single player, not all THAT hard, and was designed with an eye
- for DEATHMATCH play. As such, all weapons are present, as well as a lot of
- "goodies". It is comparable in size/difficulty to E2L3 I think, and
- I invite any reviewers to review this wad and post comments on it.
-
- Happy DOOMing!
-
- -----------------------------------------------------------------------------
- Jason Whittington
- jawhitti@mailhost.ecn.uoknor.edu
- -----------------------------------------------------------------------------
-
-
- [The Green clears ... (or the screen melts away to show...) ]
- I'm standing in front of a door in a small room, I quickly
- search the room for secrets (this is becoming a habit in opening
- rooms), I find one. I still have no weapon but my pistol but I
- am facing the backs of to riflemen, I take them out and check the
- next room. I get shot in the back a few times for my lack of
- caution but nothing serious, there is ample stimpacks to fix that
- up. I continue my wanderings, looking for my shotgun, it is nowhere
- to be seen... I'm beginning to become impatient now, I'm not getting
- hurt but I am having to fight Imps and riflemen together with just
- a pistol... this is getting boring.
- I finally find my rifle in a small room guarded by a few more Imps,
- I polish them off and check my trusty double barrel! Well, I've
- picked up lot's of shells in my wanderings so I'm very ready for
- whatever comes along!
- I pass out of the underground area and head up to the wooden
- area above...
- This level is well designed and well built, but very under
- populated. I walked through it easily without ever dying, if the
- author decides to work on this level as a single player level it
- could be a lot of fun. As it is now, it's a very nice walk in
- the park with few distractions from wandering marauders...
- I got stuck on the secret door that had to be shot, there was
- no way I would have shot it accidentally. I think there should
- have been something to encourage me to try shooting at it.
- If you are looking for excitement, this isn't it. If you would
- like to see how well you handle new situations with no prior
- knowlege of the level, this might be entertaining for a quick
- walkthrough.
- If this author builds another level for standard play instead
- of for deathmatch, I'd very much like to see it!
-
-
- Watcher rating for Design?
- 7
- Watcher rating for Game Play?
- 3
-
-
-
-