The background to this level is weird... just like the level itself. I had a dream about a very weird Doom level, and when I woke up I remembered the level almost exactly. I couldn't resist building the thing, and here it is... :) As I said, this is almost exactly like in the dream, but I had to make some changes because of engine limits (no RoR etc), design improvements and input from the testers.
All the people who tested the level, with special thanks to: * Opulent * Chrozoron, the norwegian beotch * Adam Hegyi, god of Doom * Adam Williamson, also god of Doom * Cocoon * Ebola * Tarin * Maonth, because if I don't give him credit, he'll be pissed. * All you who didn't get credit And of course id for Doom, SBSoftware for DeepSea and the authors of the other tools i used. Thanks also goes to Simon "Fraggle" Howard for indirectly inspiring me to the title of this WAD. Mewse. And of course Doomworld.
New level from scratch, my weird dreaming 5k1llz0rz
Approx. 10 hours, testing and fixing excluded, maybe 25 total (Yeah, it takes time. And I must have spent 10 hours just running around in the level when being bored. But hey, that's fun :)
DeepSea 10.20b dammit :) WinTex for WAD editing XWE for WAD editing
Yes, the following bugs are known: * Horizontal streaks in the sky (because of a rendering bug in Doom that prevents you from setting up double skies.) Unfixable. * Vertical streaks in the sky (aka slime trails. bad, bad, bad). * Sound bug when passing a silent teleporter (afaik unfixable) * Eventual visual bug with invuln/idbeholdl or very high gamma level when using silent teleporter (could be fixed, but who cares? =) * Very rarely, invisible ceilings caused problems in beta versions. Should be fixed. * Lags (Solution: upgrade yo comp).