Title: |
Hexasketch |
Filename: |
levels/doom2/v-z/zzsketch.zip |
Size: |
184.45 KB |
Date: |
08/24/14 |
Author: |
Zan-zan-zawa-veia |
Description: |
Two Doom II maps inspired by Hexen's lead - simple architecture, solid behind-the-scene mechanics, hand-to-hand combat and, most importantly of all, switch hunting! |
Credits: |
doomworld.com; Xaser for not laughing at one of my maps |
Base: |
New from scratch |
Build time: |
5 days (unless you count the ancient MIDIs) |
Editor(s) used: |
WINDEU 5.24; Cubasis for Windows Workgroups; Paint.NET; XWE |
Bugs: |
one of the MIDIs is polyphonically overstuffed; neither will really work in OPL2 mode |
Rating: |
(8 votes)
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Download mirrors:
/idgames protocol:
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Reviews:
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Never_Again
| The first map has interesting ideas; the implementation is quite unintuitive, so frustration is guaranteed. This is a case when a map is too clever for its own good. You can skip most of the puzzles and speed through to the exit in under a minute, though. MAP02 is more playable but not by much. There's also an unlisted bonus map; it's more of run-and-gun style, closer to slaughter than puzzle. Overall the design is that of an average WAD from mid-90s, with clever puzzles but uninspired looks and gameplay. | x | |
Anonymous
| ^1 Seriously, 5*? LOL. Poor map layout, mostly unattractive and even poor texture use, chaotic architecture, very poor ambiance, weaponry does not match monster count. Gameplay completely misses a decent leitmotiv - I don't have trouble with switch hunting, but this is imho far from good. Overall, as gameplay couldn't get me even on one single toe: 1* for the effort. BTW with ZDoom map01:sector 46 cannot be reached without jumping. | x | |
Boon
| Somewhat confusing, but decent. Only major flaw was the floor raising on MAP02. | x | |
Anonymous
| dang son this is some rel fet right here. man this takes me back to when i was i n my mommy womb playing doom2 | x |
View zzsketch.txt
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