The Spring Ballad|
* A very large level. |
* Designed for fast machines (minimum requirement is 50Mhz for a fluent game playing).
* My first complete Doom level.
* In order to fininsh the level, you don't need to discover any secet room, just go where you haven't been.
* No BFG9000
* Damn easy on lowest difficulty level, damn hard on Ultra-Violence
* Icare for playtesting and for some very nice ideas. |
* Qube for his little help (BSP!)
* ID Software, Brendon J Wyber, RaphaŽl Quinet, Colin Reed.
New level from scratch|
DEU 5.20, DEU 5.21, DEU 5.20 32bit, BSP 1.0 BSP 1.1X|
There is a very obvious HOM (Hall Of Mirrors) in the grat 'Pillars Room'. This isn't due to the pillars because they are one-sided, but it's due to the 'little two-sided round walls' above the stairs. This novive mistake was due to the fact that it was the first big room I designed. Anyway I did not want to cut down the number of two sided linedefs because I think it's too hard to destroy something I worked on so consciously...|
|Anonymous||This is dated July 1994. It's a short, simple level that doesn't stand out in any way, although it's inoffensive. It has a nice-looking hall with pillars (described in the readme as "the grat 'Pillars Room'"), and there's a cute, simple surprise at the end. Otherwise it is vintage "my first level" circa 1994, with disjointed design, wobbly textures, and unchallenging gameplay.||x|
|Anonymous||In the "bugs" section the author admits to spotting errors but not being bothered enough to fix them. This level is basically a large room with some pillars in in, and some other rooms that were added so that it has a beginning and end (the flow resembles that of E3M1).||x|