Filename: levels/doom/d-f/dmzeus.zip
Size: 255 KB
Date: 02/22/08
Author: Stephen Renton
E-mail: funduke@hotmail.com
Description: The ZEUS Level is a showpiece for what can be achieved with a colour scanner and a little (ha!) patience. Not a technically stunning level design-wise, but a good taster of things-to-come when other people pick up the idea of new textures seriously. Music score not composed by anyone, Graphics and original idea by yours truly, and WAV sound effects by Nic Dyde at the Post Cafe, rue de Bern, Geneva.
Credits: Christian Gerlier for beta testing, and shutting-up long enough for me to concentrate on the tricky bits, and Dave Hanson for something or other.
Base: New from scratch
Build time: God knows!
Editor(s) used: DEU 5.0 & 5.1b, BSP 1.0 and 1.1x
Bugs: -
Rating: (7 votes)
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This is from July 1994. It has a lot of H R Giger wall textures, which unfortunately means that you can't see the doors; there's a new sound replacement which is terrible. I don't think the author cared about the layout, it's square and there's no gameplay. I ended up exiting the level accidentally, after falling into a lava pit and flicking a switch - you can finish the level in about twenty seconds that way.x
WOW, new textures in 1994!Or it is not cool for that year?I dont know.I finished this level in 16 seconds and can say - VOMIT!x
Both previous reviewers gave a score of zero... I was tempted to do the same, as this is terrible 1994 rubbish with some sounds, but at least it does actually work so 2/5 meh!x
Horribly out-of-place Giger textures, stupid sound effects, and - indeed - a 1994ish layout. It may have been if new textures were really still a thing of the future when this was released, but from today's perspective, it's worthless. Sorry.x
The soundfx are annoying and normal doors are unmarked. Going after the BFG sends you into a death trap. Only good part was the caco room fight.x

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