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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