4a707504af6ede52fe2cf2e69f22ca0c8fffe58bd75481a7329c9309d5bbb276

4a707504af6ede52fe2cf2e69f22ca0c8fffe58bd75481a7329c9309d5bbb276
overall_rating 3.333333333333333 27

Forum thread for morbid_1

Unregistered user “Ubermann” posted:

Well constructed and good action-packed.

Some textures taken from Doom Game.

Not with the same quality of Morbidity II, but after all, a good map.

Unregistered user “Spirit” posted:

Just replayed this, did not remember it at all. The doom bits were not so nice but the “egyptian/maya/aztec/thingie” parts were really nice.

A little bit heavy on the crampy passages with traps, esp when you only have RL ammo.

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An original atmospheric mash of themes with very creative mechanisms, and punishing gameplay, this map knows that you wasn’t a good boy last year

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Played on skill 3. 3 secrets found. Haven’t had the guts to kill the sleepy shamblers.

Solid gameplay, mix of textures and themes without much coherence. Decent brushwork for the time. Mainly linear layout with backtracking. Several good fun ideas. Good mainly forgiving ambushes. Difficulty around ID maps or higher. Amount of ammo/health/armour less than ID maps but enough without secrets… Some traps here and there, mainly revolving around enemy usage. Secrets were well placed and fun to find, but with some outrageously good rewards.

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Just played this in DP, not as good as the sequel - a bit too corridor-based - the room with the quad damage and four buttons does nothing after they’re pressed.

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Overall lower than id quality. The base bits are pretty ugly, with a poorly-thought mix of textures; the metal bits are better with some interesting ideas (I liked the Doom textures for example). Ammo is very unbalanced on skill 2, with no shells or nails to be found in the second half outside of secrets maybe (I found none), and too many tight walkways and corridors for good rocket play. Not terrible but the sequel is much better.

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