Filename: levels/doom2/a-c/acheron2.zip
Size: 57.35 KB
Date: 07/01/03
Author: John W. Anderson (aka Dr. Sleep)
Description: CROSSING ACHERON is the second level in the INFERNO series. Having passed through DANTE'S GATE and survived, you now find yourself in a keep on the shores of the river Acheron. This is the second leg of the journey in your search for Beatrice. Your guide, Virgil, is nowhere to be found. "He's buggered off!" you think to yourself; but you have no time now to even think: you are immediately challenged by several Demons, and in the distance you hear the eerie purring of the Arch-Vile. (Just be sure not to stare at him for too long before you start running.) As usual, you dispatch what fiends you may and begin the task at hand.

Your goal? To get the hell out of this place as quickly as possible and find your beloved Beatrice. You only hope that she has already passed through this hell-hole to a safer haven beyond. If only you could hold her in your arms again, you know what you would say:

"Give me some sugar, Babe."

CROSSING ACHERON (pronounced 'ak eron) is the second level in a series that began with DANTE'S GATE. The third is VIRGIL'S LEAD. For any of the two or three of you out there who have read Dante Alighieri's THE DIVINE COMEDY -- or even only "Inferno" -- I'm sure you've been able to appreciate the many allusions to this work in DOOM. I have tried to take a tack of my own along the same lines. (I do this not only because I think the idea is neat, but so that people will think that I'm very clever.) I'm not so naÔve as to expect everyone to rush out and get a copy of "Inferno" (I mean, it IS pretty tedious stuff, at times), but it's well worth the read -- and a little patience is a virtue that is often well-rewarded.

(By the way: Acheron is a river in Hell (basically). But don't look for any rivers in here: I tried it several different ways and just wasn't convinced.)

Thanks. Hope you like it.
Credits: RaphaŽl Quinet and Brendon J. Wyber for DEU 5.21;
Colin Reed for BSP v1.1w (can't DEU without it);
Peter Monks for TED/Doom Endoom Data Editor 1.2
War Machine for endless Deathmatch tests (am I getting any better?);
Terry C. Ramey and Sebastian Kirke for BETA critiques and other witty and useful suggestions;
Patrix for being such a swell guy;
My pal Howard "Desdinova" Rider for his patience;
Morgana and all the folks in Gamers;
Nicholas Bell, who started it all with DOOM PITS;
And, of course, those id guys
Base: Remake of CROSSING ACHERON for DOOM 1.xxx
Build time: A really, really, really long time
Editor(s) used: DEU 5.1, 5.21, and 5.21GCC by RaphaŽl Quinet & Brendon J. Wyber, DEU-ii by ADLER
Bugs: Rush Limbaugh (none that I know of)
Rating: (13 votes)
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Early marble castle level. Quite confusing with all the corridors, lifts, teleporters and semi-hidden doors but has what they call a clean design. Lots of unnecessary powerups. Probably more interesting historically than as a level on its own.x
Pretty non-linear, like the early ID levels. Runs on MAP03 in DOOM 2, not E3 as the textfile says. Basic-looking and overuses green marble, but fun, especially for a 1994 level.x
This map has been here WAY before zdoom And pretty much most of every sourc port.This wad is OLD! But is it bad? NOOO! this is just plain fun, even after oh soo many years. 5 starsx
For some reason this map is special to me. Its a classic. All I can say. Its been around quite a while. B4 Zdoom I believe.x

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