tekmarb3.wad

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

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...

===============================================================================

Maps

MAP19

MAP19

Deathmatch Spawns
5
Co-op Spawns
5