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MCmicrocomputer 1995

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About This File

A deathmatch-only level for DOOM II, designed to be played by 3 or 4 players under the "new" deathmatch 2.0 rules (-altdeath). There is no exit switch: the level is to be played on a fixed time base as enforced by the "timer #" command. Suggested time is 15 minutes. A large central arena is surrounded by a "ring" of small corridors and several rooms, some of which have windows on the arena. All of the weapons are present but the BFG9000 which IMHO is not very useful in deathmatch games. There are no monsters, barrels or special things like invisibility, megasphere etc. Only three bonuses are present: blue armour, megasphere and backpack, and the player has to risk if he wants to get them. There are also several teleporters which allow the player to quickly move around the level. Some nice tricks are played with lights: the presence of a light in certain critical positions is a warning of the presence of a player nearby. Also, pay attention to sounds! The level is well balanced and very tactical, allowing for a fast and tight game. Lot of fun and lot of frags!

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  • File Reviews

    • By D3rpyD00dlez · Posted
      I genuinely enjoyed this mod with its level design and music. It was challenging and interesting and it kept me playing a while after beating it to try to find anything. though I would say it was slightly repetitive and overwhelming with enemies at some moments.
    • By LouigiVerona · Posted
      Writing a review for Darkening 2 is tough. It's a beloved megawad, and for good reason. As many other reviewers have said, it is historically a very important project.   It was an important megawad for me personally. I fell in love with the first level in particular. The music, the realistic architecture, so reminiscent of the video games of the 90s... It all left a lasting impression. And it was one of the most beautiful wads I've seen at the time.   But I rarely played anyt
    • By Ofisil · Posted
      A competently made map, for sure, but fun? It's way too long and repetitive, with same-y combat & ambush scenarios used again and again, and with way too much enemies, and not that much of a challenge, even for me who isn't exactly fond of "SUPER HARD WAD #9263!!!!11!. You can cut the whole thing in half, and then cut THAT half in half, and it would be a better map. Is it bad? No, just a little bit above average, mostly because it drags a bit too long.
    • By MrSkeltal · Posted
      Generally good map design, but the difficulty as is the case with pwads tends to be uneven even on HMP, especially when you mix them with what slaughtermaps tend to be (monster spam). Too many parts where, after pressing a switch, you'll spend some time killing enemies only to realise the map maker tried to get cute and spawned a bunch of hidden archviles somewhere to start reviving everyone while you were busy wasting ammo. This is especially unfun in parts with very little cover where you'll b
    • By Ranger Qwerty · Posted
      I like the part where I pay for the numerous murders I committed by getting beaten up by either a Mancubus or an Arachnotron, it changed my outlook on Monster Priority. Thank you "Problematic" Revenant #7, I have yet to find a way to repay him.
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