This is the first of a series of .wads I am making. I'm going to divide this into three parts:|
Patrick Martin for testing and constructive criticism. Check out his "Blakgate.wad" It kicks ass.|
Ben Morris for dck3.61 It kicks ass! I designed two maps in one week that together total over 500 sectors, all thanks to his editor.
All the good wads I ever played for giving me inspiration. (Especially those mentioned above.)
John Bye for boosting my ego a little and letting me into the Black Star Coven. Check out the homepage at the top (or close). Mail john and become a beta tester and you get to play a bunch of mine and Many other Top-Quality wad designers before anyone else. Also, play johns cygnusiv.zip. He's at email@example.com
Sverre Andre Kvernmo for designing the best levels ever (cabal and others, some in the master levels). He's also a pretty cool guy. "Eternal Doom II just ain't the same without him." Be sure to mail him (if you play his levels) and tell him how good a level designer he is.
My dad for fixing (and breaking) the computer. And testing my levels on skill 3.
Whoever made Zennode.
And a big Thank-You-Very-Fucking-Much to anyone who emailed me and told me my wads kick ass (actually, no ones ever mailed me to tell me other wise, so play this wad and agree and mail me.) It pisses me off to see all those mid-quality wads (which will remain nameless, except for Raven.wad. Dumb Fucker's now at Id, and his stuff is _UGH_). get so much attention cause of their distribution. Me and a million others, such as Patrick Martin or Michael Krause or others (These guys get mentioned cause they're cool) are much better level designers... Oh well..,
An alienated and psychopathic weirdo.|
Over the past week.|
Dck 3.61, by far the very best editor. Try it, it kicks deu's (and all the others) ass. Read the docs.|
Possibly, if you find any, email me, please!|
|Memfis||It's a bit painful to get through. There is a non-switch texture you're supposed to press, a lot of action takes place in very cramped spaces and at some point you're supposed to take a green sphere and rush to a specific point where you will absolutely need it to survive. Quality design but too many annoyances. Interesting readme where he is pissed off at Tim Willits for getting into Id with his "mid-quality wads".||x|
|vdgg||Aesthetically really strong for '97. Way too much strange item placement and traps which you need to learn (or know beforehand).||x|
|TimeOfDeath||fuckin cool '97 map||x|
|Anonymous||Loved it. 5/5||x|
|Anonymous||The author doesn't do himself any favours with the readme, which seethes with jealousy of (presumably) Tim Willits. The level isn't bad - the design is up to 1997 standard, and there's a lot of action. You get invulnerability spheres before the two big battles near the end; the final battle is an anticlimax (I was expecting mayhew to break out, but it doesn't). Loads of ammo. Not thrilled with the essential but semi-secret door switches in the second room.||x|
|Anonymous||A bit boring, the theme is inconsistent, and he used lights like mad without really doing much that was impressive with lighting. The gameplay is a little weak too, he gives you invulnerabities whenever you're about to get into a deadly area. Perhaps this was good in '97, but nowadays it's not looking so hot. *** -sargebaldy||x|