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Sekkusu for doom II and legacy gl port

 

 

Summary

REVIEW

Screenshots

Author(s):

Andy McKie

SP doom2 (map 1)

requires: Legacy Open GL, Mini GL, or 3DFX Glide recommended

Reviewer: Blue Paladin

 

Download Sekkusu

 

Overall - SCORE: 7.3

This is somewhat lacking in action and fluidity, but itís eye-candy at any rate. Play it thru and see for yourself!  

 

 

 

 

 

 

 

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DIFFICULTY RATING  - rating: 5        

     Not too much on the difficult side, but just enough to inflict a little pain in some spots, this map can be played by anyone at any skill level. Thereís plenty of ammo and health to help you along the way, but get ready to get puzzled. This one is a labyrinth of 3D levels and underground tunnels.

 

Playability -  rating: 8

     This level replacement can be frustrating because the action is spaced out with lots of exploration in-between. You have to be mindful to look EVERYWHERE for switches or youíll find yourself using an hour or two backtracking for a way into the rest of the map, like I did. You will get hurt (check my screenies) periodically as you get a foot in the ass from out of nowhere by the baddies. All of the rooms look exactly the same, save for the coloring (which helps) but youíll guess a couple of times as to where the attacks were coming from. What I did was leave a choice item here and there to record my progress. That way, if I come across it again, Iíll know that Iím running in circles. This isnít a bad map, mind you. But, it will take some patience to complete.

 

Level Design -  rating: 9

     Sekkusu is one BIG FRIGGINí map, man! One could be lost for DAYS up in here, up in here! There are sewage pools, multi-level translucent floors and cools neon colors. This is one smokiní tech style map! Iíve played Andyís maps before (see Mummy Phuquers, and Mystic 6 review) and I can tell that he loves to design sub-level sewers chucked with swimminí Demons, and quasi-futuristic levels with teleports that you have to jump over to reach. Andy has a distinctive signature in his work that you can recognize if youíve played his levels before. This is a great map, but I wish that they werenít so big and Byzantine; I was starting to get bored towards the end with all of the exploring. His taste for structural design is also fantastic and unique. He doesnít like to dole out pain very much, and there are no traps here, so thatís a minus. More pain, Andy! We like pain!

 

 

 

 

 

 

 

 

 

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