SKULL (dskull.wad.WAD)

SKULL (dskull.wad.WAD)

A huge, fairly straight foreward level that is shaped like the top portion of a skull. It's not all that difficult to complete, but nearly impossible to find...

Filenames
dskull.wad, dskull.zip, SKULL.WAD
Size
220.36 KB
MD5
de5353584c87313e11f1d7464674a239
SHA-1
a49399d6605287269bdaf5affc98b3c6733c8ae4
SHA-256
f7cc75276d61aa7085849e882caebfdfb90e98841a55141e5f298dfe816a410c
WAD Type
PWAD
IWAD
Unknown
Engines
Unknown
Lumps
15
Maps
E2M1

Read Me

* General Information *
============================================================================

Title                   : SKULL (dskull.wad.WAD)
Author                  : Nukeface(c)
Email Address           : [email protected] (real internet address coming soon)
Additional Credits to   : The authors of DOOM, DEU, and BSP.  
                          Intel, for the 80x86 series of microprocessors            (death to the 680x0 cpu!!!!)
                          My beta guys: Kirk (Ruasikko) Hagberg, 
                          Glenn (dog boy) Sibley, and Dave Seper.

Description             : A huge, fairly straight foreward level that is 
                          shaped like the top portion of a skull.  It's not 
                          all that difficult to complete, but nearly 
                          impossible to find all the secrets.  I have 
                          installed more teleporters than nescessary in order 
                          to allow quick access to various parts in 
                          deathmatches.  There are several areas that 
                          "respawn", not in the sense of NIGHTMARE, 
                          but some places you could kill everything, then 
                          come back later and find some new nasties.
                          This runs fine full or almost full screen on 
                          the 486-33s I've tried it on.  I have no creative 
                          or witty story behind this, except that I learned 
                          that I spent way too much time on this stage.  
                          95% of the textures are aligned the way I want them 
                          (most done before DEU 5.2), so don't yell about the  
                          few bad ones.  I have a bunch of new ideas for new
                          levels, so this should not be my last stage.  Also
                          look for my ray-traced robotic sentries (sentry.zip)
                          they replace the cacodemons.

* Technical Information *
============================================================================

Things                  : 430  -players, enemies, teleporter landings, etc.
Linedefs                : 1331  -walls and triggers.
Sectors                 : 301  -areas of same height, light level and texture.
Line/Sector Tags        : 53  -unique teleporters, lifts, light switches, etc.

* Play Information *
============================================================================

Episode and Level #     : E2M1
Single Player           : yes
Modem Play              : yes, I wouldn't recomend it, unless you use a 
                          direct serial connection, the stage is too big. 
Cooperative 2-4 Player  : yes (clone room <a secret worth finding>)
Deathmatch 2-4 Player   : yes
Difficulty Settings     : yes
New Sounds              : yes, new music: Kashmir
New Graphics            : yes, new selection icon,exit screen, Whoopie.....

* Construction *
============================================================================

Base                    : New level from scratch
Build Time              : 90-100 hours on the map only, not including testing 
                          the map and getting the sound and graphics to work. 
Editor(s) used          : DEU 5.0, DEU 5.1, DEU 5.2gcc, DEU 5.21gcc, 
                          BSP 1.0, and BSP 1.1x
Known Bugs              : In the noze, there are a few spots where it flickers, 
                          I think it's beacuse of the 1000 unit drop.  I'd 
                          appreciate any input on how to fix this.

* Copyright / Permissions *
============================================================================

Authors may NOT use this level as a base to build additional levels.
You may distribute this WAD, provided you include this file, with
no modifications.  You may distribute this file in only the following 
electronic format: BBS or Diskette (no CD) as long as you include this file.

This is a genuine Nukeface(c) production.
"Nukeface" and the Nukeface(c) symbol are copyrights(c) of Devon Dossett
* General Information *
============================================================================

Title                   : SKULL (dskull.wad.WAD)
Author                  : Nukeface(c)
Email Address           : [email protected] (real internet address coming soon)
Additional Credits to   : The authors of DOOM, DEU, and BSP.  
                          Intel, for the 80x86 series of microprocessors            (death to the 680x0 cpu!!!!)
                          My beta guys: Kirk (Ruasikko) Hagberg, 
                          Glenn (dog boy) Sibley, and Dave Seper.

Description             : A huge, fairly straight foreward level that is 
                          shaped like the top portion of a skull.  It's not 
                          all that difficult to complete, but nearly 
                          impossible to find all the secrets.  I have 
                          installed more teleporters than nescessary in order 
                          to allow quick access to various parts in 
                          deathmatches.  There are several areas that 
                          "respawn", not in the sense of NIGHTMARE, 
                          but some places you could kill everything, then 
                          come back later and find some new nasties.
                          This runs fine full or almost full screen on 
                          the 486-33s I've tried it on.  I have no creative 
                          or witty story behind this, except that I learned 
                          that I spent way too much time on this stage.  
                          95% of the textures are aligned the way I want them 
                          (most done before DEU 5.2), so don't yell about the  
                          few bad ones.  I have a bunch of new ideas for new
                          levels, so this should not be my last stage.  Also
                          look for my ray-traced robotic sentries (sentry.zip)
                          they replace the cacodemons.

* Technical Information *
============================================================================

Things                  : 430  -players, enemies, teleporter landings, etc.
Linedefs                : 1331  -walls and triggers.
Sectors                 : 301  -areas of same height, light level and texture.
Line/Sector Tags        : 53  -unique teleporters, lifts, light switches, etc.

* Play Information *
============================================================================

Episode and Level #     : E2M1
Single Player           : yes
Modem Play              : yes, I wouldn't recomend it, unless you use a 
                          direct serial connection, the stage is too big. 
Cooperative 2-4 Player  : yes (clone room <a secret worth finding>)
Deathmatch 2-4 Player   : yes
Difficulty Settings     : yes
New Sounds              : yes, new music: Kashmir
New Graphics            : yes, new selection icon,exit screen, Whoopie.....

* Construction *
============================================================================

Base                    : New level from scratch
Build Time              : 90-100 hours on the map only, not including testing 
                          the map and getting the sound and graphics to work. 
Editor(s) used          : DEU 5.0, DEU 5.1, DEU 5.2gcc, DEU 5.21gcc, 
                          BSP 1.0, and BSP 1.1x
Known Bugs              : In the noze, there are a few spots where it flickers, 
                          I think it's beacuse of the 1000 unit drop.  I'd 
                          appreciate any input on how to fix this.

* Copyright / Permissions *
============================================================================

Authors may NOT use this level as a base to build additional levels.
You may distribute this WAD, provided you include this file, with
no modifications.  You may distribute this file in only the following 
electronic format: BBS or Diskette (no CD) as long as you include this file.

This is a genuine Nukeface(c) production.
"Nukeface" and the Nukeface(c) symbol are copyrights(c) of Devon Dossett

Maps

E2M1

E2M1

Deathmatch Spawns
6
Co-op Spawns
8

Endoom

ENDOOM

ENDOOM

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