Filename: levels/doom/a-c/canyon2.zip
Size: 98.35 KB
Date: 03/03/06
Author: Patrick Pirtle
Description: 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.
Credits: Matt Tagliaferi for DoomCad and phone help.
Base: New level from scratch
Build time: 80 hours
Editor(s) used: DoomCad version 4.3, BSP version 1.1 for nodes
Bugs: 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:


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.
Rating: (6 votes)
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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
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

View canyon2.txt
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