Title: |
BigBro.wad |
Filename: |
levels/doom/a-c/bigbro.zip |
Size: |
45.29 KB |
Date: |
05/12/94 |
Author: |
Magne Groenhuis, Remco Gerlich |
Description: |
This pwad was based on the Big Brother theme; when you're
walking around, you'll always remember that _Big_Brother_is_
watching_you_. The big brother will be informed in his 'workroom'
about the other players' whereabouts with the help of secret lines.
Those lines indicate the position of the other players. This
knowledge is of great help when being in DEATHMATCH mode. This
idea is implemented by a series of nasty secrets; it is intended
for multi-player, with only one player knowing the way to what
we call the "Big Brother Area" (ok, sounds stupid, but who cares).
If you don't know the place: it's still playable, although it might
be a bit too large; you don't meet the other player too often.
If however you aren't able to find the area described, feel free to
mail 1 of us for more details. |
Credits: |
Quinet/Wyber of the _great_ DEU 5.0 editor
Whatever they say, we loved to use it
Colin Reed For BSP; whatever they say, DEU's nodes are buggy :)
??? The author of Mine1.wad for the large
gray room we more or less stole :) |
Base: |
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Build time: |
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Editor(s) used: |
DEU 5.0 |
Bugs: |
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Rating: |
(6 votes)
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Download mirrors:
/idgames protocol:
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Reviews:
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Anonymous
| Unfair, boring and overall just shitty. | x | |
Anonymous
| Sounds too complex for its own good. | x | |
Anonymous
| This is an early level with a conceptual bent, although it's awful. Gameplay is of a style whereby you have to press every bit of wall in order to find unmarked hidden doors and switches; it's unplayable unless you do IDBEHOLDA. My patience snapped when I reached the dark slame maze. Fuck that for a game of soldiers, goodbye. | x |
View bigbro.txt
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