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1994-05-12
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WAD Review of OCTAFRAG.WAD
(ocf.unt.edu /pub/doom/wads/newwads2/octafrag.zip)
======================================================================
Title : OCTAFRAG.WAD
Author : Scott Coleman, ASRE
Email Address : tmkk@uiuc.edu
Misc. Author Info : additional credits to: my officemates for frag testing.
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 or something.
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).
Daniel.
dmccarty@sitvax.stevens-tech.edu