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IKSPCIAL.ZIP

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About This File

These are four example wads Iikka made for the Requiem project. Uploaded to ftp.cdrom.com by Gaston Lahaut with Iikka's permission, as a shining example for other level designers :)

This archive consist of four levels + 2floors.wad partial 3D room over room effect + cross.wad fully functional 3D rooms + underwtr.wad: a 'deep water' effect + undergnd.wad: visual 3D rooms effect

In due time these effects will be described on the Mordeth FX Editing pages at http://www.warande.ruu.nl/~glahaut/edit.htm


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bzzrak

   0 of 1 member found this review helpful 0 / 1 member

I have barely slept last night because I was trying to figure how were these effects done. Of course, I failed. (Don't do that at home, kids.)

Completely mindblowing.

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Unknown date

   0 of 1 member found this review helpful 0 / 1 member
The title alone stomps your colon and makes it bleed.

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  • File Reviews

    • By Summer Deep · Posted
      A 1994 map with some of the limitations you might expect, but overall this is well thought out and executed. It's also a very good challenge, certainly on the UV setting. It's actually for E1M1, as another review points out.   There's a Doom 2 conversion of this on the Demon Gate CD compilation, and maybe others.   A bit better than the bare 4 stars. Around 8.5+ out of 10.
    • By GuyNamedErick · Posted
      I was surprised to see that this was a WAD made in 1994, it doesn't have many of the mistakes you would find in other WADs, it's fairly nonlinear but never to the point of being a bad maze, and it's a fun short map all around. While there might be a bit more ammo than you'll really need, the WAD is solid for 1994 and might even be fun for deathmatch, maybe. Overall, a 1994 WAD worth playing!
    • By TheV1perK1ller · Posted
      I had a lot of fun with this. I absolutely love the Doom 3 textures being put to use, too. Excellent atmosphere, and probably one of the more 'fitting' uses of RSKY1 I've seen in quite some time. This level strongly encourages the player to thoroughly explore for secrets, otherwise your ammo count would always end up getting tight.   I would have given this 5 stars, had it not been for two things:   1) As mentioned before, ammo was particularly short towards the beginning. When I first played this I struggled with trying to conserve my Shotgun shells - having a Chaingun instead of having to resort to the Pistol might've been an improvement, although this didn't really bother me too much in all honesty.   2) Towards the end, I had an issue where picking up the yellow keycard made three nearby Imps atop of the cliff-faces unkillable. Not exactly sure what happened here, just make sure to kill them before collecting the key if you wish for a 100% kill rate.   Other than that, this was excellently done. Good job, Romulus!  :D    
    • By kfpopeye · Posted
      Felt so much like the original Wolfenstein and Spear of Destiny. Used just the right balance of new Gzdoom features and old style Wolfenstein play! Excellent.
    • By YouAreTheDemons · Posted
      Barely playable. You're given bare armaments, and have to contend with using a shotgun against Hellknights and Revenants until you drop down a hole, get stuck in a maze of tunnels filled with enemies, and then find yourself in an outdoor area, still unarmed, but surrounded by enemies. Honestly, I think Sisyphus has it easier.
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