Title: Space Deathmatch V (1.1 bugfix update)
Filename: deathmatch/skulltag/spacedm5.zip
Size: 9178 KB
Date: 01/08/10
Author: Various [Jetsons] members: Esselfortium Zap610 Xaser Kate RottKing Killingblair deathz0r Revenant Tu
E-mail: esselfortium@gmail.com
Description: : The Skulltag wad with which one ushers in the future.
Credits: Bank for the artwork used in the WINERPIC/LOSERPIC intermissions.

Wartorn and Yomoneyboat for finding stuff to be used in the creation of the Fat Albert skin.

Revenant for this txt's author bio.

CSonicGo for this txt's flag care rules.

Everyone who said "spacedm5 sucks" during the years of its development.

Shaikoten for the "your skill is not enough" medal graphic.

The rest of #jetsons for continual emotional support.
Base: New from scratch
Build time: 2 and a half years with some breaks
Editor(s) used: Doom Builder, Doom Builder 2, SLADE, SLumpEd, XWE, Photoshop, Reason, Paint, Paint.NET
Bugs: You die in the game, you die for real.

Also, don't even think about trying to use bots on these maps. Skulltag will hang up indefinitely trying to generate the bot nodes for most of them due to the size of the maps, and the bots would just jump off cliffs the whole time anyway.

In addition, Skulltag 98a has a couple of bugs when playing SPACEDM5. Most importantly, the infinite-looping vertical teleport in Angsty Water Map (S5DM09) is quite broken in netplay, but some flat alignments in S5COOP02 and S5DM10 also break online in 98a. Torr has graciously fixed these Skulltag bugs for us, so using a newer version (at the time of this writing this would mean using a development build, but eventually 98b or anything after it) will avoid those issues.
Rating: (45 votes)
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