The map has been ported to the powerful Eternity Engine. I felt like doing so. New areas have been added so far. So far it uses Small scripting, Extradata and custom EDF. What I don't plan on making: new monsters, overdetailing, cutscenes.
I wish Quasar would add new functions to his Small list. I had to resort to cross-EDF-small-vanillamapscripting, so I could do stuff otherwise possible with ACS.
Here's my sequel to the ridiculously pointless E_AMBUSH ( http://www.doomworld.com/idgames/index.php?id=13665 ) for Doom 1 exe. It is based on that map. It almost includes it. It's E3M8 and you have to kill Spider(s) to escape.
In that map, the objective was to pass through the red jagged valley _unscratched_ (no health and armor available) and reach a Spiderdemon you had to kill. The Spiderdemon was helped by a Cyberdemon above, who had lower chance to hit the Spider AND cause infight. Now it's more fair: armor, health, and no Cyberdemon.
This map takes that path and continues it hugely. Basically, this is to be a REAL map, not like that E_AMBUSH. There'll be many challenges of varied nature, and I'll try to make this map as dynamic as I could plan. Expect stuff like monsters released late or multieffect switch(es).
Because of that, the completing might last awhile, more likely during the summer when I have time and inspiration.
Note: all screenshots are taken on Eternity, -nomonsters, 1024x768 which I had to resize to 640x480 with Paint. Sorry for bad quality.
Screenshot 1: the vista from the platform, also available in E_AMBUSH. It seems to cause a nasty visplane overflow in Doom.exe. I couldn't afford to delete the jags that presumably caused it.
Screenshot 2: an interesting switch mechanism before that blue skull ;)
Screenshot 3: heh, I took the brown marble from Office :)
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