Title: HazMat23.Wad (for DOOM 2) Hazmat Proc 2.3
Filename: levels/doom2/g-i/hazmat23.zip
Size: 208.67 KB
Date: 06/24/95
Author: Jonathan Daggar
Description: A return to Phobos base: General Union Aerospace's Hazardous Materials Processing Center (HAZMAT PROC). Big, complex deathmatch level. No dead ends, all weapons, lots of ammo. Primarily for deathmatch, try playing in teams; there's a lot of passages that can only open from one side-- opportunities for daring rescues. If you're only playing two players, it might take a while to hunt down your opponent.
Credits: Erwin Tang, for his demonstrative .WAD file on how to create windows without courtyards, a technique which saw major use in this level. Dan Teeter-- I borrowed the waterfall and cave wall textures from his Surreal2.wad-- an excellent one-player wad. To all the folks who wrote the wad hackers and utilities that made this entire waste of time possible. And of course to Burnt Ants, who, when the level was about 5% done, gave me the brilliant advice, "might be good if you put some monsters in it."
Base: New level from scratch.
Build time: Unknown. I've been tinkering with it on and off since July 94.
Editor(s) used: Doomcad 4.3, Wad 1 to 2 b, Doomcad 5.0, Dmgraph 1.1, Dmaud 1.1, Waded 1.23, Deu 2 (The heretical version), and W.A.R.M. 1.1 & 1.3-- Wad Auxilliary Resource Manipulator. (Talk about stretching for an acronym).
Bugs:
Rating: (5 votes)
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Reviews:
Anonymous
Reviewed as SP map. Quite enthusiastic, but in too many aspects too primitive. Confusing layout, too many hidden doors, way too repetitive, a shitload of unmarked doors. Author does not understand the concept of unpegging or is not interested in it. Hopeless gameplan (iff any), way too much ammo @ UV. Overall for what it offers, the map is 5-10 times too large. Rated as 1995 map: awful + 1 for the effort = small 2*, else 1.x
Anonymous
I liked it - holy christ cookies, get out your automap and some waterx
Anonymous
This is dated June 1995. It's a large and complex tech-castle in a classical E1 style; there's no texture alignment at all, but it has a good retro feel and almost 300 baddies. The layout is nicely non-linear, and you can wander about for ages. Which is a problem, because unfortunately the whole level bogs down in relentless key-and-switch hunting; it's one of those maps where a button at one end of the map lowers an anonymous wall at the other end.x

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