tekmarb3.wad
This map begun with a blood-marbled room as a possible candidate entry to CC2, but soon evolved into a textural experiment involving two facing worlds, tech ...
Filenames
tekmarb3.wad
Size
619.62 KB
MD5
4886af205035cdeccdc15a3041a68e00
SHA-1
9bb8c1ab226995a5315fe3b889a961068285af3a
SHA-256
443da58f92bef3fba6207609ac0532a44ff29b7bb2aef1a1c79f5acaddb24919
WAD Type
PWAD
IWAD
Doom II
Engines
Boom
Lumps
11
Maps
MAP19
Download
Read Me
=======================================================================80 cols= Name : The Marbelous Three Description : This map begun with a blood-marbled room as a possible candidate entry to CC2, but soon evolved into a textural experiment involving two facing worlds, tech vs marble. I tried to find a good tex combination, since most tech(*) textures do not fit well with marble. I hope I can satisfy this. The "Three" in the map title refers to the early textural map design where a lot of structural objects came in groups of three due to the limited texture set. I mean, there are three faces (LION, GARG, SATYR), three daemons (MARBFAC*), three key(color)s... and that's pretty limited. Author : Jan Engelhardt <jengelh [at] gmx de> Release date: October 29 2004 Files : tekmarb3.wad This map is Copyright (C) Jan Engelhardt, 2004. It may be modified and/or distributed under the terms of the GNU GENERAL PUBLIC LICENSE V2, (http://www.fsf.org/licenses/gpl.html), with the exception of being BSP'ed with Deep. Additional : boris - it'sa wad in progress! Credits Cadman - cc2 Erik - testing trampoline ================================================================================ Game : Doom 2 Engine req. : Boom compatible Map # : MAP19 Modes : Single Player only, no Cooperative or Deathmatch starts Difficulty : implemented settings The ammo/health/skill distribution is laid out in a way that it does not depend on monster infight or finding secrets, and as such may seem easy even on skill 4 for those who do not rush through the monster mass. And a hint: "Hide" behind projectile-firing monsters to protect against hitscan weapons. Known bugs : - Under non-ZDoom, the red skull accelerates, which should not happen. This has been worked around, it now gets "out in time" in all ports. - not all secrets may be reached due to the fact that Legacy is not fully Boom compatible - [Legacy Software Renderer at least] the light is different (dark areas are darker, and light areas are lighter than other ports have it) Base : from scratch and memory Build time : according to Erik it must have been 250 hours /me says 300 hours. Or 8 months, depending on how you look at it. Editor used : WinZETH (yes, _Z_eth) =============================================================================== Where to get this WAD: http://linux01.org:2222/ or your favorite 3dArchives mirror, currently at ftp://3darchives.in-span.net/pub/idgames/ sunet.se is also a nice one! (*) To clarify: "tech" means the E1 tech textures like CEIL1_1, EXITDOOR, DOOR2 and such, while "tek" refers to the Doom2 green textures TEK*. TEK would never fit with marble. I had to crunch the filename to 8.3, though... ===============================================================================