This level may be played all by itself as the first level of the second game, but is intended immediately before playing "HQ.WAD"|
This is the first level I've tried to construct, and it shows in such things as mapping of wall patterns. It's a fun level, though.
Matt Tagliaferi for DoomCad and phone help.|
New level from scratch|
DoomCad version 4.3, BSP version 1.1 for nodes|
Wall patterns which don't match up don't necessarily indicate hidden areas.|
It exhibits the problem of flashing the ceiling pattern adjacent to walls > 504 units high. This occurs out in the canyon itself, and while slightly annoying, doesn't affect playability.
There seems to be a problem saving this level from time to time. I've seen this same problem with other .WAD's, but don't know what causes it. Most times it saves just fine, but occasionally I have seen the message:
SAVEGAME BUFFER OVERFLOW MEMORY ALLOCATION ERROR CANNOT LOAD COMMAND. SYSTEM HALTED
Toward the end, there is an area which, if you enter it, is CERTAIN DEATH. There is a clue as to which path this is which relates back to earlier clues in the level. Some people consider this to be a bug, but hey, some choices are for keeps.
|Anonymous||This is dated March 1995. Wasps love to suckle on a mantis' eyes. It's an entertaining large-scale wander-a-thon. No texture alignment, simple design, although it gets more complex as it goes along. It's one of those early levels where the author had lots of ideas, and used them all; it's a mish-mash. There's a bug whereby the exit door is unlocked on one side, which means that monsters can open it; if you're really nifty you can finish the level without the key.||x|
|Anonymous||Hmmm, this is a good map. It is older than it says thought, since i found it in d!zone 2.if played in sequence with hq.wad, it will be fun.*****||x|