| Title: |
Radiation Processing Plant |
| Filename: |
levels/doom2/p-r/radplant.zip |
| Size: |
42 KB
|
| Date: |
12/05/94 |
| Author: |
Chris Brooking |
| E-mail: |
cgb@maths.bath.ac.uk |
| Description: |
Large radioactive substance processing plant that's been overrun by hell-spawn. Large, open- plan warehouse section. Ideal for the Doomer looking for a bit of a blast. Also suits co-op netplay (like anyone plays it), but probably a no-no for deathmatch (I woulda made a dm wad, but... long story). It's a bit linear, but hey, it's only my first wad, so go easy! You'll have to look real hard to find the super-shotgun without cheating. |
| Credits: |
iD, of course, and Chrissy M and Tessy F, for a bit of testing. |
| Base: |
That one sector that EDMAP starts you with. |
| Build time: |
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| Editor(s) used: |
EDMAP 1.22/1.23. |
| Bugs: |
A few slugs in my kitchen. |
| Rating: |
     (3 votes)
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Supported mirrors:
Unsupported mirrors:
/idgames protocol:
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Reviews:
| I liked it - COOL - you can get stuck if you get the ssg then go back down the lift you came up and let the lift go back up | x | | This is dated December 1994. You fight 126 monsters in an old-fashioned but entertaining techbase. The gameplay is essentially a series of traps, but they're well-done. Layout-wise it's a mixture of classic themes - tech base, crate maze, slime factory roughly in that order. The super shotgun is well-hidden, and the ammo and health balance has had some thought put into it (not much of either). Slightly backwards difficulty; gets easier towards the end. | x |
View radplant.txt
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