Title: |
The Possessed Warehouse |
Filename: |
levels/doom/a-c/claus_01.zip |
Size: |
151.69 KB |
Date: |
09/25/94 |
Author: |
Claus Nielsen |
Description: |
The basic idea was to create a warehouse/office-like building
with 4 floors, combined through a staircase centered around
an open area, where it should be possible to see from one
floor to another. - Well, I've got the staircase and a store-
room, but the rest is not something you're likely to find in
any normal buildings... But nevertheless have I tried to keep
some kind of "realistic design". |
Credits: |
Peter Madsen & Peter Bendixen - hard but fair(?) critics and
playtesters. Also to the makers of the tools I've used, and
last but not least Id Software for a great game... (No, I did
not have Wolfenstein 3D in mind). |
Base: |
Totally new level. |
Build time: |
Weeks!.. But it was worth it; I think it's a nice looking level with matching textures and no "graphical bugs". Okay, I know the spacing between the crates look terrible, but there's an explanation to that; see the WAD diary... |
Editor(s) used: |
DEU521GCC, DE_250B3 and BSP11X - Great tools! |
Bugs: |
If you're "lucky", you should be able to catch a glimpse of the HOM effect in the store-room. This is caused as you can look across too many two-sided linedef's, but it shouldn't affect the gameplay though... That's it I guess. |
Rating: |
(2 votes)
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Download mirrors:
/idgames protocol:
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Reviews:
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Anonymous
| It's level 911. It starts off with a large crate maze, which is followed by a large crate maze. The author moans in the readme about having to make the crate mazes smaller; I don't think he was a bad man, just misguided. After the crate mazes you get some mazey corridors, little rooms, and undetailed passageways. It goes on and on, room after room, for what seems like hours, and in the end I gave up in boredom. | x |
View claus_01.txt
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