Title: |
Star Trek - Doom Invasion |
Filename: |
themes/startrek/trkdom11.zip |
Size: |
498.07 KB |
Date: |
02/05/95 |
Author: |
Thomas Spaulding and Grant Jacobs |
Description: |
Stardate 46154.2
Captain Picard recording:
The Enterprise (NCC-1701-D) has been attacked by aliens from a group
called the Underworld Alliance. They surrounded the ship with a nebula-like
energy cloud rendering our phasers and photons useless. A boarding
party came aboard next. After a fierce firefight, the crew has been
forced to abandon ship. We managed to shutdown the warp core prior to leaving
the ship, however, I must accept responsibility for not initiating the
self-destruct sequence before the Aliens gained control of the Engineering
and Bridge sections. The ship is adrift in the Velera system.
Just before Lt. Commander Data departed the ship, he reported the aliens
had begun to modify the ship, converting it to what he theorized was more
like their homeworld. This was mainly in the lower decks and engineering
compartments.
Starfleet has authorized the use of "whatever means necessary"
to remove the aliens from the ship and regain control. A new group of
elite Starfleet Commandos (THAT'S YOU) has just arrived and are going
to attempt to retake the ship. If they are unble to, we will be forced
to destroy the Enterprise.
Sensor analysis indicates the aliens are not vulnerable to phaser fire,
but that they can be killed by more crude means, namely projectile
weapons, rockets, and phased plasma energy patterned after the
Ghym'Hadar. Due to the shielding placed by the aliens, transporting will
be difficult. Chief O'Brien, just arrived from Deep Space Nine, states that
inanimate objects may rematerialize in various parts of the ship. So, even
if the Commandos are fully loaded, they may have to hunt for their weaponry
once aboard the Enterprise.
The Commandos have one hour to retake the ship before I must order its
destruction. Repeated efforts at communication haved failed and Counselor
Troi has sensed only "pure evil" from the ship.
Good luck! And remember the clock is ticking! |
Credits: |
id for Doom, Bill Neisius (bill@solaria.hac.com) for
DoomGraph 1.1 and DmAudio 1.1, Colin Reed colin@argonaut.com for Bsp1.2,
Brendon Wyber and Raphael Quinet for Deu 5.21gcc,
Jens Hykkelbjerg: hykkelbj@daimi.aau.dk for rmb12. |
Base: |
New level from scratch. Started out as DoomI but later changed to Doom II for the greater use of monsters, weapons and graphics. Then due to a great amount of requests converted back to Doom I having to redraw the Warp nacelles and the end level over. |
Build time: |
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Editor(s) used: |
See the addirional credits |
Bugs: |
None that we found! |
Rating: |
(6 votes)
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Download mirrors:
/idgames protocol:
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Reviews:
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Anonymous
| Horribly amateurish level. Awful map layout, quite poor new textures, void decoration, and hopeless ambiance. Gameplay consists of walking around through underpopulated corridors, not knowing where to go and what to do. Overall: 0.5 for the map + 0.5 for the effort = small 1*. Note: I accidentally found the BFG after 38 seconds... :facepalm: | x | |
Anonymous
| What can I say? | x | |
Anonymous
| This is a nostalgic trip back into the 1990s, when there was a 1-to-1 overlap between computer users, sci-fi fans, and Doom level designers. This is a large, open-plan map with ugly textures. It plays like one of those university / hotel levels, just a lot of corridors with rooms along the sides. The auto-opening doors are a pain to go through. It's a tedious experience that turned me off within a minute or so and never turned me on again. | x |
View trkdom11.txt
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