Jump to content
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

TOWER OF DEATH v1.2

   (4 reviews)

Guest

About This File

This level(WSTOWER.WAD) was very well designed, but had an outstanding number of problems. To start with, texture alignment was a major problem. I didn't see one aligned texture. I have aligned most of them. Also, there were many unnecessary sectors, which made the file very large(500K) and slow. I have deleted all such sectors, and, in the process, reduced the file size to 416K. A total of more then 100 sectors were deleted. Speed has also been increased, because of fewer sectors, fewer nodes, and a better reject map. I have made the level much more difficult. There are now a total of 806 monsters, so if you try to save, it will crash. On UV, if you kill all monsters, it takes about 50 minutes.

This level is not a sequel to WSTOWER.WAD. It is a revision. VERSION 1.2

User Feedback

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest

Oldschoolgeek32

  

A good techbase map! I really like the overall architecture such as the big pit with chalk full of monsters of varying heights and the spectre arena fight. Its also includes a lot of fun gimmicks, very impresive for 96' (crushers, invisible walls, multiple buttons that activate platforms and the likes). I enjoyed playing through this map...especially during that spectre arena fight, I had fun with that part. Maybe one improvement would be to include more proper textures in order to fit the overall feel of the map and maybe some slights improvements on the architecture and maybe more monsters is needed because of the high ammo placed all over the map but overall, I enjoyed it! :)

Screenshot_Doom_20201021_223416.png

Share this review


Link to review
Walter confetti

  

Large techbase with a "labyrinthic" layout with some interesting special effects like invisible walls, including the weirdest choice of putting a invisible wall beyond a door making you think that you can pass it, but not. Plus includes non-toxic nukage (i like when in maps, especially in old ones, this thing happens!) and monsters. And big boxes of ammo. A lot of both, actually. This map could be put as some sort of slaughtermap, but not that difficult as you can think. So, just an endurance test.

 

The map crashes on vanilla doom.exe when saving and found some minor bugs for the invisible floors trickery at the lift after the yellow key.

 

Overall, a cool and thought map, overall.

Share this review


Link to review
Guest

Unknown date

  
The original WSTOWER isn't in the archive, although it seems to have seduced some designers (there is also an updated version for the original Doom called WSTOWR12). This is a large and entertaining level that is surprisingly tough for something so old. You face almost 700 mostly powerful monsters, although you have a rocket launcher and plenty of ammo and health. There are lots of archvile traps. It's crudely executed and a pain to navigate, but I enjoyed it.

Share this review


Link to review
Guest

Unknown date

  
A huuuge WAD. Apparently, the original was made by Sanz, and Andy did the cleanup. The TXT claims 806 monsters, but there are only 805, the Lost Souls included. That may seem like a lot, but given the map size and the glut of cells (over 10,000), it's a relatively easy ride. The main challenge is to rememeber where to go. Slaughter bits alternate with mazy ones. One of the six secrets is inaccessible, as it is a one-way teleporter (Sector 612). Overall, not bad. - N_A

Share this review


Link to review
  • 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.
×
×
  • Create New...