Title: DARK SIDE OF PHOBOS 2.0
Filename: levels/doom/d-f/darkside.zip
Size: 124 KB
Date: 07/03/96
Author: Michael 'Vampyr' Palomino
E-mail: palomino@easyway.net
Description: The scenario takes place between E2 and E3, you recieve a garbled transmission from somewhere in space, tracing the source, the signal is being bounced off a relay sattelite, it's coming from the Dark Side of Phobos. How? You ask yourself, there's nothing on the dark side, unless...there was another experiment. You stuff with pack with shells as you review the message again. A young man's face, bruised and bleeding at the corner of his mouth whimpers at the telecom. Pleading for help, he explains that he is on a six man outpost, built on the dark side of Phobos, working on the same project (they were the backup in case the first test failed) that started this whole mess. He explains that after opening their 'tri-dimensional' gates, the things started swarming into the complex. Your heart sinks as his transmission fades to static You're determined to get over there, and hope you can bring some survivors out of this.

Side note: This level is made primarily for single, or coop play. I enjoy small, fast and furious Doom levels not large complex labyrinths with tons of monsters. compared to many wads I've played, my wad doesn't have many monsters, I prefer a more subtle, close combat, with plenty of traps sprinkled in for taste ;)

I also slightly modified the level to make it more fluid for deathmatch, which I've tested and it works great.

My favorite part of this level is the, choose a door part (you'll know it when you get there. Now I'm not saying they're easy, but they are survivable. All in all I think it's a good blend of monsters, weapons, traps and surprises. More experienced players will probably breeze through it, but I'm hoping my traps will catch em off guard. =)
Credits: I want to thank Christine Yurgait, Lidice Torres, Henry Borelli, and Reynaldo Medina for testing my wads, and dying hundreds of death in deathmatch. The authors of DEU, and BSP, and of course, ID software.
Base: New level from scratch, approx 50 hours (off and on)
Build time:
Editor(s) used: DEU 5.21 GCC and BSP 1.2
Bugs: As far as I know this puppy is bug free, if you see any lemme know. The only gripe I have is in the sublevel, I have a passage way in the personnel room, the texture is a bit off at the top and you can tell there's something there. Wish I could align it.
Rating: (2 votes)
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Reviews:
Anonymous
A nice, small map with simplistic design. Lots of traps, lots of monsters, lots of fun. The style varies; it's mostly a techlab with a storage room/crate maze. Behind the red key door are three challenges (crushers, baron gauntlet, lava survival). You only have to do one of them to reach the yellow key and exit. The adventurous type will do all three... Recommended. --4/5x
Anonymous
Best of all, the crate maze has a berzerk pack, just like E2M2. This is an entertaining old level with lots of action and very few irritating bits; I died at one point, and I'm a modern-day person in 2006. It's crude, and it's not really a classic, but it entertained me and that's what counts.x

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