| Title: |
Badgers DooM house: Special ZDooM Edition |
| Filename: |
levels/doom2/Ports/a-c/badgerze.zip |
| Size: |
690 KB
|
| Date: |
10/21/04 |
| Author: |
VMOS |
| E-mail: |
badgermedia@yahoo.com |
| Description: |
It's my house, an old idea I know, but I went out of my way to make actually like my house. There was a plot, but I can't really remember it, um, you're in my house, you have to get out, simple. |
| Credits: |
My long suffering non-doom playing friends who were roped in to play test the thing, especially Elaine |
| Base: |
New from scratch |
| Build time: |
feck knows, started 1997 finished 2004 |
| Editor(s) used: |
Mostly DCK for the original and DoomBuilder for the Zdoom stuff, but also deth, zeth, wadauthour, wintex, deep and probably a few I can't remember |
| Bugs: |
Some of the skulltag modes don't work the way they should |
| Rating: |
    (10 votes)
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Supported mirrors:
Unsupported mirrors:
/idgames protocol:
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Reviews:
| I played it with ZDoomGL at 1600 x 1200 mode in full screen. It actually freaked me out a bit. Very nice work. | x | | It is pointless, yet awesome. 'nuff said | x | | It was nice, but the second story windows on the
outside of the house, and the camera/"sky box"
style effects on the stairs to make it look
more 3d didn't look quite right (this is mostly
due to the way Zdoom handles it's skybox
cameras. I downloaded badger1.zip! | x | | , and the
use of static textures on the staircase and the
texture bleed trick with the second story windows
to make it look like you are seeing into the second story windows from the front looked nicer
in that one. Otherwise, this wad was pretty damn
inpressive, and the attic looked awesome | x | | Despite a few homs, the use of new content and zdoom features makes exploring VMOS's house an enjoyable experience. 5/5 ~Joe Anderson | x |
View badgerze.txt
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