Binary Space Partition builder (BSP) 1.1

   (4 reviews)
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Author

Colin Reed, Dylan Cuthbert

About This File

The first stable version of BSP, version 1.1: written by Colin Reed and converted to GO32 by Dylan Cuthbert. This build dates to April 11, 1994, and was found by ConSiGno on http://cd.textfiles.com/. This version of BSP was recommended by the authors of BSP, unlike the TC version.

Credits

ConSiGno, Colin Reed, Dylan Cuthbert.

Bugs

[From BSP11X.TXT] A known problem is a conflict between the GO32 dos extender and QEMM's DPMI... put 'set GO32=nodpmi' in your autoexec.bat to avoid problems.




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Csonicgo

  • 5
   1 of 1 member found this review helpful 1 / 1 member
A true testament to the Doom community's ingenuity. Doom wasn't even six months old, and it already had a fully-working suite of community-designed editing tools, with BSP generation being the final puzzle to be solved. This very exe launched a revolution in the community and what was expected of future PC games. LEGENDARY.
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  • 5
  
Csonicgo speaks truth

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  • File Reviews

    • By Gallic00 · Posted
      One of the best mapsets I played this year.  Difficulty was challenging without frustrating.  Music gave the perfect environmental ambiance for each map.  My only quibble was the last stretch of the last map where I had no more ammo.
    • By Anidrex_1009 · Posted
      There is no presentation for this mythic wad, it is something that belongs to the history of Doom and the community, one of the first and most brilliant works done by fans, a megawad that surpasses any expectations and that innovates with so much fun and genius. My first megawad in my life, the first one completed, I was just hooked and enjoyed every single map, without a doubt, something epic and fantastic to play that I am grateful to have known.
    • By cannonball · Posted
      An interesting wad with each map taking on a specific theme for the most part. The visuals are generally good with some real epic moments littered across the wad, that start warehouse room and some of the later maps are good examples. The gameplay is pretty forgiving for the most part but there are some moments which will bring some moments of panic. Some ofthe fights are a little hit and miss at times with some which can be neutralised fairly easily. Overall a really pleasant surprise and a great effort, especially as the author is still in the process of honing their own style. I really look forward to future releases from Forli.
    • By GuyNamedErick · Posted
      I remember playing this months back and it's still a fantastic level to me, an easy Cacoward contender if you ask me! It's nice to see a creative level with a small but nice joke that works out in the end. There's also a surprise at the end that wraps up the level very nicely. The level is open and challenging enough to keep things interesting, especially some of the secrets if you can find them. Great level and worth playing!
    • By Glaice · Posted
      Great design overall but for the end, I don't get why (which is a nitpick) it doesn't immediately go to the end episode 2 text but goes to the intermissions screen followed by the graphic seen after you pass the end text. Played with GZDoom 3.2.1.