Filename: levels/doom2/s-u/symoplan.zip
Size: 95.98 KB
Date: 04/21/03
Author: Symo (C) 1996
Description: This is the prequel to SYMOSHR.WAD, where my shrine was taken over by hellspawn. In this scenario, you are taken to one of my chemical processing plants that Hell has occupied, probably for a spot of cybernetic experiments on the ex-staff.
Base: New level from scratch
Build time: Couple of weeks again.
Editor(s) used: DeeP 7.11 for map + nodes, RMB21 for rejects (use one lads!) Acorn !Paint, !ChangeFSI, DA's picture for gfx. !ToBMP for sprite -> BMP conversion, DEUTEX for gfx inclusion
Bugs: none
Rating: (6 votes)
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This is dated March 1996. It's the sequel to id=11962, which was horrible. Is this one any better? A little bit. The design is intricate and non-linear (although ugly), and there's a decent lot of action, but it has a chronic dearth of ammo. I wasn't fond of the idea of using fairly anonymous wall textures as switches either. Despite the non-linearity, you'll run out of ammo unless you do it in a specific order. It annoyed me more than it entertained me.x
new textures...but too hardx
I just completed a UV Max demo on this map (so can confirm that it is possible!). It's fun, and pretty tough - health and ammo are quite tight, and the power-ups in secret areas are very useful. UV -fast would probably be a bitch. I don't know what the story is with the guy's face that is used as a switch, but never mind. - Grazza BTW: I previously gave this map a vote (4 stars), and am now adding these comments - hope this doesn't skew the overall rating.x

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