Robert Reid, Vimal Vijayapalan.|
One very big level, with anything and everything we could think of in it that we could get to work or wasn't too hard to put in it. This is our first WAD, and probably one of our only ones. I don't like imps, so we didn't put many in, but instead put lots of Cacodemons (I like them).|
There is an oil rig in it, and a few open spaces. We designed it with everything in mind, including multiplayer and deathmatch, although it is fairly easy on multiplay, maybe we should add another Cyberdemon.
After you've played this level, E-Mail us and tell us what you think of it.
Geoff Allan for his superb doom editor, and ID Software for creating Doom and Doom 2.|
A totally new level, with bits from everything we could find or think of on it.|
FAR TOO BLOODY LONG, oh, um, I mean a little longer than I hoped. I don't really know how long it took, but we just kept working on it now and then, and it ended up taking more than a year on and off, but even then it will never be totally finished.|
DOOM Editor - The Real Thing v2.60b (Beta), and DoomEd 4.2, both by Geoff Allan.|
I hope not. You might find a few HOM's.|
|Doomkid||This is pretty much every bad mapping decision you could make rolled into one. Zero coherence/theme and eaitehr reatrdedly easy, or retardedly hard, depending on which room. I know, I know, it's an old WAD, but it still sucks.||x|