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- Hint: You MAY want to print this. :-)
-
- Letter to all loyal Doom WAD reviewers,
-
- 1) Play each level completely through *at least* twice with no
- cheating!! Give each author the courtesy of a thorough review.
- A lot of work and time goes into each level.
- After you are done, use Deu or another level editor to
- locate every secret that you may not have found earlier.
- Make note of the fact if you had to resort to such measures to
- solve the level ;)
-
- 2) Remember:
- Play the level through without the use of cheats (for
- determining Play Information accuracy.) If you can't get
- through on Ultra-Violent, swallow your ego (gg) and play
- It on 'HMP' (be sure to give points for difficulty...)
-
- 3) Give perfect 10's GRUDGINGLY. Give'm a 9.8 if you think they
- really deserve it, but remember - 10 is PERFECTION. Be sure
- you back up your scoring with comments and examples.
-
- 4) Use the following sheet as a template for your review. You may
- wish to do your review on paper first, but, it is always better
- to place them in your computer to share with others. We are
- trying to set a standard here, so, let's get at it.
-
- 5) Remember the REVIEW NUMBER and give each one a score. There
- is a place at the end of this review for an overall text
- summary.
-
- 6) Our STANDARD scoring will include the 0 - 100 number and the
- one liner word for each review. This is how we want your
- overall review to look:
-
-
- NEMO.WAD - 94.3 - KEEPER
-
- <Long Review File Here>
-
-
- 7) Upload all your reviews to infant2.sphs.indiana.edu
- in the /pub/doom/incoming directory.
-
- Make sure all your reviews are named like the following:
-
- NEMO.TEA (Review files should always have
- the TEA extension)
-
- What does the TEA stand for? TEAm -- like wad-TEAm
-
- If you want an example... go to infant2 and check the
- /pub/doom/reviews/wad-team directory. This is where
- all of our reviews will be held.
-
-
- 8) Have fun. Be safe. Use protection (yes, a shotgun will do).
-
- Sincerely,
-
- Your wad-team review leaders,
-
- Bill Bessette (dsquid@liii.com)
- Mike Gholson (mtg@csos.orst.edu)
-
-
- -- Cut Here ---
-
- WAD-TEAM -- REVIEW TEMPLATE -- UPLOAD THIS TO INFANT2.SPHS.INDIANA.EDU
- IN DIRECTORY = /pub/doom/incoming
- ========================================================================
- Review : <WADNAME.WAD>
- Reviewed By : <Reviewer name & Email address>
- Date of Review : ##/##/##
- ========================================================================
- Title : <Title of wad - Filename & long title>
- Author : <Author's name if provided>
- Email Address : <Author's address if provided>
- ========================================================================
- **Play Information**
-
- Episode and Level # : <E2M5>
- Single Player : <Yes/No>
- Cooperative 2-4 Player : <Yes/No>
- Deathmatch 2-4 Player : <Yes/No>
- Difficulty Settings : <Yes/No>
- New Sounds : <Yes/No> <TYPE -- Music, Sound Effects>
- New Graphics : <Yes/No> <TYPE>
- =========================================================================
-
-
- =========================================================================
- === Scoring ===
- ===============
-
- Scale each from 0.0 to 10.0... (Obviously, 0 is BAD -- 10 is EXCELLENT)
-
- Aspect Grade Reviewer's Comments
- =========================================================================
-
- 1) Theme: 10.0 Designer's success at establishing a
- consistant theme. Does this level even
- have a theme? What was your opinion of
- the theme expressed? Themeless
- "Hack-n-Slash" levels are okay, but,
- they should be consistant.
-
- 2) Mood: 5.2 How well does the author establish and
- maintain the mood through the use of
- lighting, textures, and possibly music
- and/or sound? Were there points at
- which you could just not turn the
- corner without being spooked? Were you
- hesitant to walk into a room because of
- the atmosphere? We are looking for the
- overall "mood" of things here. A bad
- example would be a level with no mood
- and a very bland atmosphere to the level.
-
- 3) Architecture: 7.5 Level complexity. Levels with
- simplistic, squarish rooms and halls
- should be marked lower than designs
- which encorporate complex archways,
- sweeping stairs, and fantastic use of
- raising/lowering floors. Technical
- construction mistakes should be graded
- in the next category.
-
- 4) Technical: 10.0 Mismatched textures, HOM effects, Moire,
- Tutti-Frutti *all* should diminish the
- technical excellence score. If you
- deduct points here, be specific and
- point out the problem spots to the
- author. Also keep in mind that this is
- the area that you might want to mention
- things like "game play slows down when I
- run through door 3, the walls in the
- room are missing textures, etc etc."
-
- 5) Overall
- Difficulty: 8.3 Reletive difficulty to complete the
- level. Including enemies and puzzles.
- Is it impossible? Is it just too hard?
- Or is it just too easy? Let everyone,
- here, know what this level's difficulty
- rating is.
-
- 6) Non-enemy
- Difficulty: 4.1 If there was NO