Title: SKULL (dskull.wad.WAD)
Filename: levels/doom/d-f/dskull.zip
Size: 81 KB
Date: 10/22/94
Author: Nukeface(c)
E-mail: Nukeface@aol.com
Description: A huge, fairly straight foreward level that is shaped like the top portion of a skull. It's not all that difficult to complete, but nearly impossible to find all the secrets. I have installed more teleporters than nescessary in order to allow quick access to various parts in deathmatches. There are several areas that "respawn", not in the sense of NIGHTMARE, but some places you could kill everything, then come back later and find some new nasties. This runs fine full or almost full screen on the 486-33s I've tried it on. I have no creative or witty story behind this, except that I learned that I spent way too much time on this stage. 95% of the textures are aligned the way I want them (most done before DEU 5.2), so don't yell about the few bad ones. I have a bunch of new ideas for new levels, so this should not be my last stage. Also look for my ray-traced robotic sentries (sentry.zip) they replace the cacodemons.
Credits: The authors of DOOM, DEU, and BSP. Intel, for the 80x86 series of microprocessors (death to the 680x0 cpu!!!!) My beta guys: Kirk (Ruasikko) Hagberg, Glenn (dog boy) Sibley, and Dave Seper.
Base: New level from scratch
Build time: 90-100 hours on the map only, not including testing the map and getting the sound and graphics to work.
Editor(s) used: DEU 5.0, DEU 5.1, DEU 5.2gcc, DEU 5.21gcc, BSP 1.0, and BSP 1.1x
Bugs: In the noze, there are a few spots where it flickers, I think it's beacuse of the 1000 unit drop. I'd appreciate any input on how to fix this.
Rating: (2 votes)
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Reviews:
Anonymous
"death to the 680x0 cpu!!!!", what an odd thing to say. Awful early level, large, no gameplay.x

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