My first level constructed for DOOM ][. Feedback always welcome. I used primarily the new textures from DOOM ][ because they are, well, new. I of course threw in some of the new monsters. This level is, like the MUD series of wads (not by me), absolutely filled with monsters, ammunition and health. You may want to try a tactic that I developed from playing the MUD wads: Open up a door, back away and send a few rocket rounds into the room. This should serve to thin out their ranks a bit, making the room more manageable.|
One suggestion: Be careful when getting the blue key or you may find yourself unable to get out of the room that it is in. I suggest saving the game just before getting it.
There are a few problems with DEU2 (although it is the best DOOM ][ editor currently avail- able). I could not make normal fast opening doors as the ceiling would come down instead. I was originally planning to make the level quite large (> 1000 vertices), but the memory drain on deu 2 was such that I had to stop early. Some of the functions were no longer available and the editor started to make mistakes. Eventually deu would no longer save the level.
New level from scratch.|
Deu 2, bsp 1.2|
|StupidBunny||A medium-sized map from the early days of Doom. The design is mostly pretty good for the time, with lots of traps, secrets, and room to explore and get lost a bit. There is one spot where you can easily get stuck if you don't land on the rising floor in time...unless there's something I'm missing. There are also some freaky nodebuilding bugs here and there.||x|
|Anonymous||I liked it - rebuild the nodes to play it (thanks EarthQuake) - you have to skip a teleport linedef to trigger a secret||x|
|Anonymous||-Level design is of a slidge style. -Tons of dark areas. The level is like a dark maze filled with tons of monsters. 5/5
The author is my flash teacher in college.||x|
|Anonymous||it was grait untell i fell into a dam howle! ||x|