About This File
I was tired of the constricting environments that Counter-Strike level design (Half-Life level design) has, so I decided to make a map for Doom utilizing the only advantage the Doom engine has over more advanced game engines - wide open areas, and lots of monsters in them.
This level is quite challenging, not Plutonia Experiment hard, but hard in the sense that ammo and health need to be conserved. There is enough ammo/health to complete the level with 100% kills and secrets in UV, I've tried it. My first run through this WAD took me 11 minutes or so in skill level 2, so at skill level 4 without knowledge of the map it'll probably take you a good 15 minutes or so.
Like all of my maps, I focus on funfactor over detail. Unfortunately, my editor has no auto-align feature, so it would've been extremely painful to align the rocky, natural (sort of) walls I used in this map. So don't get pissed when you see misalignments, k?
This level is quite challenging, not Plutonia Experiment hard, but hard in the sense that ammo and health need to be conserved. There is enough ammo/health to complete the level with 100% kills and secrets in UV, I've tried it. My first run through this WAD took me 11 minutes or so in skill level 2, so at skill level 4 without knowledge of the map it'll probably take you a good 15 minutes or so.
Like all of my maps, I focus on funfactor over detail. Unfortunately, my editor has no auto-align feature, so it would've been extremely painful to align the rocky, natural (sort of) walls I used in this map. So don't get pissed when you see misalignments, k?