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MCmicrocomputer - Urbino '94

   (1 review)

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About This File

A deathmatch level originally developed as the official arena for the 1st Italian Doom Championship (Urbino, September 11-25, 1994), sponsored by MCmicrocomputer, the leading italian microcomputer magazine. (That explains its name and the presence of the MC logo in the central hoctagonal hall). The level is quite wide, very symmetrical, with 3 rings of long corridors which surround a central "plaza". 4 carefully designed special entry points ensure the optimal deployment of players. All the major weapons are present, as well as some healing potions, lots of barrels and a few monsters. Some nice tricks are played with switches, lifts and lights (in certain areas the presence of the light or the lowering of a floor is an useful warning against a potential ambush). The level is designed to be played by no less than 4 players, and with the deathmatch 2.0 rules. An exit switch (very hidden) is supplied; however, the level is to be played on a fixed time base as enforced by the -timer # command line switch (only in Doom v. 1.666). The suggested time base (adopted in the Italian Championship) is 25 minutes.

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Doomkid

Unknown date

  
Ver large map with winding corridors, but it looks pretty nice for a 1994 map.

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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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