Title: The DANDY Deathmatch series NO.3
Filename: levels/doom2/deathmatch/0-9/0dandy03.zip
Size: 21 KB
Date: 09/14/95
Author: Lachlan Stewart --== S ==--
E-mail: slef@ozemail.com.au
Description: The third of the DANDY Deathmatch series. Don't ask me how many are going to be in it... I am not sure!! 5-10 my guess. Anyway when I have finished the series I will compile all of them into one WAD called DANDY!.WAD so be on the look out for 0DANDY!.ZIP

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This level (and series) is designed for nothing more than DEATHMATCH, and this one for particularly fast DM. NO ARMOUR or HEALTH bonuses. Don't complain until you play, this makes for a much faster, furious, closer and alround more fun DM. Once your down your down there isn't anything you can do about it, and this calls for different tatics. ENJOY IT!!! Sorry 'bout the lack of plot!!! :)

Dandy 03: This level is well, brownish using alot of BRICK9 a lot like DANDY02 texture wise... nice layout. COOL!!

Dandy 03 originally was going to be like an underground arena... using stone2 *?* and METAL2... However, ideas began to run short and after many weeks of nothing the entire level was stopped (might turn into DANDY04 :) )... the level that you now have on your HHD was nearly completed in ONE (1) DAY!

WEAPONS/AMMO: Shotgun + some shells Chaingun + some clips S Shotgun + some shells Rocket + and a couple Plasma + NO cells BFG 9000 + NO cells
Credits: id Software --- no really! :)

Everybody else asscoiated with DOOM --- GOOD level authors and people that make GOOD editors and graphics/sound patches.
Base: New level from scratch
Build time:
Editor(s) used: DCK 2.2 - Buggy :( think I have found quite a stable enviroment for it now...

NWT 1.3

WARM 1.1 (WARM pissed me off once to many times ;)

OK I know now (well sort of) why WARM is screwing up my textures. After reading a fantastic article in Dr. Dobbs about BSP trees (I recommend this for anyone who wants to know about how BSP works) I realised that it is having problems when it splits the walls/lines around a EXITSIGN or small sector. Here it is not keeping the textures alligned when it splits the larger wall (whilst building the tree). There ain't nothing I can do about it. All I did was replace the second side of the EXITDOOR with METAL because then the texture screw up could not be noticed. You can still see it on the BRICK9 wall however. Shame, otherwise it would be an EXCELENT node builder.
Bugs: Nope! Tell me if you find any...
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