Title: Marine Base E1M1
Filename: levels/doom/m-o/marbas11.zip
Size: 59.76 KB
Date: 07/24/94
Author: Chris Boote
Description: A Marine Base on a distant outpost, taken over by the Hordes of Hell.

Although saved as E1M1, it is probably a better replacement for E1M4 or E2M2. It includes an exit to the secret level, but it's tough to find. The regular exit takes a bit of fancy finger- work to get to as well!

Only contains Weapons 1-5, but adds a Plasma gun (and no extra cells) in Deathmatch mode.

I've tried to keep all textures etc. pretty consistent, except for a few special areas, and I think I've gotten rid of all HOM effects. 8-) The only construction problem that I can find is in the deep blue Demon room (you'll know it when you get there), that sometimes the screen gets stuck in 'Cyberspace' 8-( - any hints on how to fix this gratefully received. Other than that, all walls have been aligned unless they (a) hide secret doors, or (b) are meant to be that way (cf the spiral staircase)

This is probably a little easy as is, but I'm going to add more monsters for UV, and take away a few imps and sergeants for ITYTD

As this is my first level, I'd be really pleased to get some feedback, especially from Watcher (there's only one small maze 8-)) and Cameron Newham - you guys write the best damned reviews I've EVER read! - even if I don't always agree with you.

So, Play and Have Fun, but most of all, Do it to them, before they do it to you...
Credits: Brendon Wyber and Raphaël Quinet for DEU, the BEST Doom Editor around
Jason Hill, for the sick maze clues that no-one will ever find or understand
Anyone who playtests it and, of course, id Software, without whom my flat would be decorated by now!
Base: New level from scratch
Build time:
Editor(s) used: DEU 5.0, 5.1 and 5.2 plus 5.2 GCC port
Bugs: Sometimes get 'Cyberspace' in the Deep Blue Hall of Spectres - anyone know how to stop this?
Rating: (9 votes)
Download here

Download mirrors: /idgames protocol:


Reviews:
Never_Again
Large sprawling level, fun to explore and figure out a couple of puzzles. The other reviews covered the flaws, to which I can add that you can get stuck behind the corner pillar in the reg. exit area and the cheap gotcha crusher.x
Anonymous
This is dated July 1994. It's a superficially decent '94-era E1 techbase level that needed a bit more work. The design and layout are okay for the period, there are lots of baddies, it's non-linear, fairly big. But it has issues. If you know where to go you can dash to a secret exit in five seconds or so; there's a pointless lift puzzle that breaks if you approach it the wrong way; lots of wandering in non-obvious damaging sectors. It's not awful, just unpolished.x
Anonymous
Won't argue about the key problem, but I'm a sucker for Doom anyway. x
Anonymous
Very stupid idea of putting the exit there. I could access it without any keys. Good first try though.x
Anonymous
Crappy.x

View marbas11.txt
This page was created in 0.00258 seconds