| Title: |
Floating Buildings v1.1 |
| Filename: |
levels/doom2/Ports/d-f/floatb.zip |
| Size: |
112 KB
|
| Date: |
04/08/04 |
| Author: |
LogicDeLuxe |
| E-mail: |
doomer@abmischung.de |
| Description: |
This was originally a contribution to the "Wad-in-a-Week" contest in 2000 at newdoom.com. Though, as they couldn't figure out, how to play this, they decided not to release it at all. Though, it can be solved as I tested it well with EDGE 1.24 and 1.27. It actually is my first map I ever made, and I think, it is good enough for a public release rather than laying unnoticed on my harddisc forever. Hence, here it is. Have some fun with it!
For some usefull hints, read bellow! |
| Credits: |
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| Base: |
"Wad-in-a-Week"'s basemap, as the objective was using that basemap which contained the four main rooms only, and feature a reference to "new Doom" in some form. |
| Build time: |
One week |
| Editor(s) used: |
Deth 4.24, Zennode 0.98a, Deutex 4.4.0, text editor |
| Bugs: |
Some minor ones as I ran out of time. These are slightly unalligned textures and a teleporter which triggers unintendedly on the roof of a building. (You just can walk around in order to avoid this!) No problematic bugs. Also there are engine related ones, read on for important details! |
| Rating: |
     (8 votes)
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Supported mirrors:
Unsupported mirrors:
/idgames protocol:
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Reviews:
| gahh buggy | x | | I didn't find this buggy. Good map, and plenty of imagination shown. | x | | I don't think your polyobjects work. 4/15/07 | x | | I don't think EDGE even has polyobjects, so don't try to find one. Just play the map instead. | x | | Pointless. | x |
View floatb.txt
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