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Erebus Technology and Storage Facility
by VolteFace
new comments Doom 2, single player
in progress, ZDoom
screenshot #1screenshot #2screenshot #3


Partially medium sized stone/metal storage and communications center in a semi-Underhalls style, and partially a mountainside fight above the ocean. Much attention is being paid to detail and lighting. Makes use of some ZDoom features (deep water, more flexible linedef tags, minimal scripting) but will not be a heavily script based level.

boris writes:(new) 27.12.2003, 12:45 GMT+1

Nice shadow work in the first shot. Looking forward to it.

ellmo writes:(new) 27.12.2003, 23:31 GMT+1

Yeah, shadows are nice, but otherwise... looks very standard.

VolteFace writes:(new) 30.12.2003, 00:04 GMT+1

I've got a lot more of this level done (and have modified the story a bit). I'll put up a page with more screenshots.

VolteFace writes:(new) 30.12.2003, 00:34 GMT+1


johngaughan writes:(new) 30.12.2003, 01:31 GMT+1

I looked at some of the other screen shots and it looks like a decent map. Nothing spectacular, but certainly is of the quality level I expect from a map in 2003/2004. I like how you broke up the floor in that one section. I think it's cool to take flats and textures that have sections like that and "remove" sections -- as long as it fits the room and isn't overused.

NiGHTMARE writes:(new) 30.12.2003, 02:13 GMT+1

For some reason these shots strongly remind me of map02 of 10sector.wad ... ;)

VolteFace writes:(new) 30.12.2003, 02:30 GMT+1

This is actually a remake of a WAD I did about a year ago, and I think parts of the design was inspired from that map. Can't remember though.

deathz0r writes:(new) 30.12.2003, 02:53 GMT+1

For some reason, this map strongly reminds me of doom2.wad MAP04. That shadow in the first screenshot is really good too.

Agent Spork writes:(new) 30.12.2003, 04:58 GMT+1

For some reason it reminds me of a SkullTag map. O_o

Looks good :P

NoPoet writes:(new) 05.01.2004, 15:44 GMT+1

I agree with ellmo that it does look "standard," but the lighting work is good and the shading in shot #1 is pretty professional. As with boris, i'm looking forward to giving it a go.

ellmo writes:(new) 23.01.2004, 19:51 GMT+1

I'm currently taking a look at that URL with more sreenies. Most of them still lok standard, but also a fine idea with the place "where the monsters broke into the complex" - It was done hundreds of times before, but looks very nice here!

VolteFace writes:(new) 07.05.2004, 00:23 GMT+1

After 4 months of on-and-off work on this, the layout is 99.9% done. All that's left is thing placement.

I've also submitted new screenshots, so they will be approved soon.

Current stats:
4970 vertices
6392 linedefs
10779 sidedefs
1286 sectors

zombiekiller81 writes:(new) 07.05.2004, 19:08 GMT+1

Hi I was wondering if I may beta-test this level I really enjoy Zdoom levels cause of the neat special effects especially the scripting not to mention the kewl types of music you can put in. Anyway good luck. Thanks,Tom

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