Title: Quo Vadis
Filename: levels/doom2/Ports/p-r/pugilist.zip
Size: 256.55 KB
Date: 08/04/99
Author: Gurkha Boy
Description: First level is a fairly small entry-level type wad, but quite detailed. Recommended for experienced players (although full skill-level support has been provided). Second level is a command-center type level, with a lot of themes (sentry posts, dungeon, mechanical room, supply and storage room, waste storage area, barracks, officer's dining room, toilets, and of course computer centers). Third level is a mostly outdoor level, with arena-type areas and interesting architectural elements. You get to meet the big boys in this level; use them to your advantage. Quite challenging on Ultra Violent skill level (but fun, I hope). Read the accompanying story (story.txt) for more details. This file has all three parts of a 3-level series that fits the story line. Several puzzles, but none too fiendish.
Credits: Ian W., the maker of an excellent TC called Herian2. Get it! His work inspired me to try my hand at level design and editing. His continued encouragement and technical advice have been invaluable in helping me build these levels.

Id software, without whom my days would be oh! so empty (I know, I know, I need to get a life!)
Base: New levels from scratch (and I mean scratch -- every linedef, every sector, every node).
Build time: A few days to learn the basics, and about 2 weeks to create the first level, 4 weeks to create the second level, 2 weeks for the third (approx. 2-3 hours per day with a few days off for good behavior).
Editor(s) used: WadAuthor v1.30, an excellent utility; Wintex to combine the three levels into a single wad file.
Bugs: None that I could find.
Rating: (4 votes)
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Nice wad - cool Score:5 of 5x
I agree with the first review. The very first switch I hit was not set on repeat. So if you miss the door that it opens the first time, you're fucked. Besides it looks worse than possible. 8/14/07x
Map01 is fine - it just requires that the player not have ADHD. I played it no problem without looking in an editor. And if it doesn't work with the current Zdoom, then that is a port issue, not a problem with the wad.x
Pissed me off, basically. The first level requires that you uncover a pair of switches in order to enter the main structure; you uncover the switches by running over a trigger line. But you'd never work out where the trigger line was unless you open the level in Doombuilder (or whatever), and with my version of Zdoom the trigger doesn't even work anyway. And I'll never know what the other two levels are like because I got angry and I had one of my turns.x

View pugilist.txt
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