| Title: |
Calgon, Take me away! |
| Filename: |
levels/doom/a-c/calgon.zip |
| Size: |
114 KB
|
| Date: |
04/06/96 |
| Author: |
Keith Hickman |
| E-mail: |
Khick703@aol.com |
| Description: |
Built for Ultimate Doom v1.9 Map based on my workplace. run on E1M1 |
| Credits: |
id for The Ultimate DooM, Olivier Montanuy for Wintex Matt Tagliaferri for DoomCAD 6.1 Jack Vermeulen for DeeP 7.5 node builder Renaud Paquay for WinDEU Jens Hykkelbjerg for RMB John Krutke for sky texture |
| Base: |
New level from scratch |
| Build time: |
100+ Hrs (lots of trial and error) |
| Editor(s) used: |
DoomCAD 6.1, Deep 7.5 for Nodes,RMB for reject map Wintex 4.1 for additional graphics, DEU for merging. |
| Bugs: |
Not really a bug but you will experience a slowdown in game play in one sector due to too many two sided line defs or near visual plain overflow(pushing Doom engine to the max) I you have a pentium you may not notice it. I did on my 486/33. |
| Rating: |
    (3 votes)
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Supported mirrors:
Unsupported mirrors:
/idgames protocol:
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Reviews:
| Map was WAY to big.... | x | | One of those early maps (November 1995) that is based on the author's workplace. This has all the flaws of that particular genre - far too many tiny, identical rooms, making the gameplay more akin to Rainbow Six than Doom - and the texturing is completely random. Try as I might, I couldn't open the door to the final battle. It's not a very good level at all. | x |
View calgon.txt
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