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<idgames-response version="1.0"><content><file><id>17234</id><title>UAC: Base Omega PART 1</title><author>Bob</author><description>The UAC is once again attacked by the enemy. They tried to preempt the new attack, and built devices to counter the demons. They were successful at first, the demons were forced back in a matter of minutes. However, a new enemy has emerged, and has brought the demons with them. You, a lone marine, have been sent to deal with this new threat. Good luck, you'll need it.</description><rating>2.4000</rating></file><file><id>17233</id><title>Primary: Gold</title><author>Membrain/Scripten</author><description>Primary: Gold is an updated version of my first map release. It is very, very large and is sprinkled with a great number of encounters based around several varying locales. Gameplay is best described as a mix of classic Doom and an action-adventure title</description><rating>4.6667</rating></file><file><id>17232</id><title>Monochrome Mapping Project</title><author>Various (See map list below)</author><description>A collection of maps experimenting with the concept of simple textures in order to emphasize the fundamentals of level design (lighting, elevation, thing placement, simple contrast, etc.)</description><rating>2.9000</rating></file><file><id>17231</id><title>UAC: Base Omega PART 2</title><author>Matthew</author><description>The exciting fan-made sequel to the masterpiece that every gamer is calling "beautiful, amazing", made by famous superstar, Bob Bobos.</description><rating>2.5714</rating></file><file><id>17230</id><title>Voxel Vehicles Pack 1.0</title><author>NerdKoopa</author><description><![CDATA[This is a pack of static decorative voxel vehicles for ZDoom and GZDoom. Guaranteed to to give some life to your maps! <br><br> Instructions: Since voxel model collisions are handled like sprite collisions, only the very center parts of the vehicles are solid initially. You have to provide additional collision areas with bridge things. To see how they are laid out on each vehicle, see the demonstration level. If you want to remove the demonstration level, just remove the maps directory from the PK3 file. The vehicles occupy DoomEd numbers 10600 through 10803.]]></description><rating>4.2500</rating></file><file><id>17229</id><title>The Monster Hideout</title><author>Matthew</author><description>The longest map I have made, with no scripting!</description><rating>2.8889</rating></file><file><id>17228</id><title>5 Song WAD 1</title><author>Nabernizer</author><description>5 songs that I composed or arranged for midi. The songs in order of level are: "Dam Top" from Borderlands 2, "Inbound" by me, "SickOfGuitarsYet" by me, "Danger" by me, and "Percussion Build Up" by me</description><rating></rating></file><file><id>17227</id><title>C'mon bro, I got tigerblood!</title><author>Chris Hansen chr.nygaard@gmail.com</author><description>I wanted to create a level that kept changing layout as the player progresses. This means a lot of lowering walls and floors... and perhaps some bloody surprises too! It is a medium sized level with a moderate amount of monsters. There should be plenty of ammo and health. The ambitions for this level from my part was merely to create a no-bullshit map that is fun to play.</description><rating>3.4286</rating></file><file><id>17226</id><title>Space: The Unknown</title><author>Canofbacon</author><description>A research team goes to the moon and builds a small base there to live in for a few years while they do their research. One day, they discover that the moon has all sorts of strange demons living on it. How they got there is unknown. All the researchers flea except for one, who stays behind to secure the base.</description><rating>1.5000</rating></file><file><id>17225</id><title>Chemical Experiment</title><author>Jake Horio</author><description>A UAC experiment with a classified substance sends the research facility to hell.</description><rating>2.0000</rating></file></content></idgames-response>
