Title: "Der Turm" - DMTURM.WAD - DMTURM.ZIP
Filename: levels/doom/d-f/dmturm.zip
Size: 88 KB
Date: 07/26/94
Author: Nicholas Bell
E-mail:
Description: This level is a downsized version of an extremely large level I created which would not save due to "savegame buffer overrun." This level has been tested on 3 different systems and exhibits no such problem.

Pay attention to wall textures and check your map once in a while. Remember the one really bad monster is EXTREMELY easy to kill, once you know how. There's no need to cheat, 'cause I hate him too. Note the multiple bezerk boxes are simply a way of me giving the player 100% health without using multiple medikits. Too many useable things is the key reason some levels wouldn't save (although the number of sectors also seems to have a negative effect). Thus my reason for cutting down on the number of medikits by using single bezerk kits.
Credits:
Base: New level from scratch.
Build time: 80+ hours.
Editor(s) used: DEU 5.21, BSP 1.1x, GCC
Bugs: None.
Rating: (8 votes)
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Reviews:
Anonymous
I like this old map; it has neat light sourcing and varied areas (dark hallways and vast rooms) but it keeps its overall theme all along. The wad shows you you can achieve a lot by simple means. It's big, but fun to play.x
Anonymous
Bad: Some texture issues; A bit too many supplies given; Secrets required to complete level. Good: Huge, sprawling, semi-non-linear level gives you lots to explore; Very effective lighting; Adequate challenge. Overall: Pretty good stuff. Recommended. 4/5 -VVx
Anonymous
I too had a few missing textures issues in GZDoom, but this did not really detract from game-play and considering this is a 1994 wad, it's a fun adventure. There are a few too many power-ups, some badly (or thoughtlessly) placed, but nevertheless I still enjoyed it. 3.5/5 rounded to 4/5x
Anonymous
This is dated July 1994. It's a pretty entertaining map; the textures and lighting effects are good for the period and the gameplay flows well, with lots of mostly weak monsters. It feels like three different levels smushed together (tech-castle, concrete techbase, a bit of sewer, then Death Star), and has a good non-linear wanderabout feeling. Once again it leaves me wondering why cyberdemons spend so much time loitering beneath crushing ceilings; habit? Ritual?x
Anonymous
excellent dungeon crawl here, long and epic.x

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