Title: |
SAPIDUSB - Bugfix version |
Filename: |
levels/doom/s-u/sapidusb.zip |
Size: |
58.91 KB |
Date: |
06/08/94 |
Author: |
Eddie Nguyen |
Description: |
Welcome to SAPIDUS.WAD, the 4th installment in the UCA storyline.
This wad runs under e2m4 and supports single, coop, and deathmatch modes.
It also supports limited difficulty settings (basically intermediate or
ultra-violent). It was created using DEU5.1, BSP1.0, and a new program
called REJECT1.0. For the reject, I used a reject value of 512, so if
you need to change it, you have a reference value. It shouldn't be
necessary, though - SAPIDUS runs quite smoothly on my 486sx-25 at a high
detail, normal-sized screen. Kudos to the author of REJECT1.0!
SAPIDUS was designed with the assumption that the player is
following the UCA storyline and will consequently play SAPIDUS as the
level right after DIOPATRA (UCA and TALPOIDA are the first two installments).
While SAPIDUS is playable as a stand-alone, but you might find it to be
a major handful that way (after all, this is the main section of the
enemy base, so you will encounter a lot of monsters). Anyways, I can
complete this wad in about 43 minutes at UV level either as a stand-alone or
within the storyline (keep in mind that while ammo is ample, it is probably
not enough to kill all the monsters if my wad is played as a stand-alone -
you will just have to run from some cacodemons....). Played within the
storyline, it is very possible to get 100% across the scoreboard. |
Credits: |
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Base: |
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Build time: |
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Editor(s) used: |
DEU5.1, BSP1.0, and REJECT1.0 |
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
| Not bad.
Enemies suffer from blindness though, but that's to be expected considering the map's age. | x | |
Anonymous
| I didn't like this at all. It's larger and has more enemies than most maps from mid 1994, but playing it is a chore, because the design is dull and repetitive. It reminds me of Matt Falk's "Death Star" level, but it's greatly inferior. Corridors, rooms, monster layouts are repeated over and over again. Even the final puzzle repeats itself. The monsters don't react until you shoot them, and there are few things more tedious than gunning down lots of demons with the plain shotgun. | x | |
Anonymous
| interesting theme (although not exactly great) but it repeats itself to hell. nonlinear, but that just makes it more confusing since the map looks the same everywhere you go, it honestly looks like it uses 10 sectors or less. i'd say it's pretty good for june '94 though, but there's much better wads that are older than this (see barsella's deadbs10 & mtfire09 for examples). still, it's in the better half of maps its age and worth looking at for nostalgia. *** -sargebaldy | x | |
Anonymous
| One of my all-time favourite DooM 1 maps. | x |
View sapidusb.txt
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