Title: |
Slaughter |
Filename: |
levels/doom2/Ports/g-i/gem04.zip |
Size: |
291.98 KB |
Date: |
12/22/08 |
Author: |
Gemini |
Description: |
Carnage |
Credits: |
Kristian |
Base: |
New from scratch |
Build time: |
1 month |
Editor(s) used: |
DoomBuilder, Adobe Photoshop, ... Winamp |
Bugs: |
No |
Rating: |
(11 votes)
|
|
Download mirrors:
/idgames protocol:
|
|
Reviews:
|
Anonymous
| There's a nightmare run of this map at DSDA (http://doomedsda.us /wad1154.html). I don't know about the level, but the demo kicks ass! -Nake | x | |
Anonymous
| A map that was maybe inspired by the Invasion mode in Skulltag? It was all right but the fights got annoying when the Archviles teleported. And the second Red Skull Key was useless as to what the first reviewer mentioned. It just seemed average at best to me. 3/5.-Candle M | x | |
Anonymous
| Seriously, you doomers SUCK.
This wad has tons of ammo, and you just have to use your brain.
It's HARD but not *that* hard. Very good challenge, not for noobs.
5/5 | x | |
Anonymous
| Oh good god fucking *Revenants teleport* SHIT square marble rooms and *Barons teleport* ANNOYING TRAPS AND NOTHING BUT A SSG *Archviles teleport* AND A ROCKET LAUNCHER *Mancubi teleport*..... 0/5 ~cson | x | |
Anonymous
| Boring samey-looking square rooms and impossible gameplay, and not just because of there being little ammo/no health. I dare you to make it past the Revenant room without cheating (or crouch-rushing the door), let alone the room after it. | x | |
Anonymous
| The level design is actually very good. But the difficulty level is not. The player is forced to fight powerful monsters in confined spaces many times throughout the map, with no areas for cover. The player will even be locked in rooms at times with about 8 revanents. The only way to beat this map is to provoke infighting like crazy. 3/5 -r_rr | x | |
Anonymous
| I think this map is seriously hard and is lacking in weapon and ammo. Is this the reason why its placed at Map 29? Not much of a slaughter feast as what I had initially thought of. Well, the design is quite well done. I like the FIRST red skull key area where is all red and black. Anyway, why are there 2 red skull keys? The second one seems pretty much useless. | x |
View gem04.txt
|