Names
SWIRL
Description
Fighting area in the middle with crossing channels, surrounding rooms containing startpositions, 4-fold- symmetric layout, perfectly aligned textures.
Filenames
swirl.wad
Size
98.77 KB
MD5
b243f55b377838e237f5386cf18f6105
SHA-1
adb29935d40bb1cee844e79d97aed0d7962102aa
WAD Type
PWAD
IWAD
DOOM2
Engine
DOOM2
Lumps
11
Maps
1
 
MAP01
==============================================================================
Title:                   SWIRL
Files:                   SWIRL.WAD SWIRL.TXT SWIRL.LMP
Version:                 Version 1.0 - MAR 02, 1996
Author:                  Michael "migru" Grube
Email contact:           <email removed>
Binary Files via E-Mail: MIME coding please
Other files:             X-DOVE for Single Player
                         XD700 for Deathmatch
=============================================================================                        
Description:            Fighting area in the middle with crossing channels,
                        surrounding rooms containing startpositions, 4-fold-
                        symmetric layout, perfectly aligned textures.
Specials:               Big arrows on the floor showing the position of your
                        opponent if he's hiding in the upper rooms. Problem:
                        if somebody in such a room is shot from the outside,
                        the arrow will not be deleted. :( On the other side
                        the shootist knows that his opponent in this room
                        is no longer active.  
                        At the start you have to choose one weapon out of the
                        following:
                        - Shotgun + Megasphere + Beserksphere       (200H/200A)
                        - Double-Shotgun + Bluesphere + Green Armor (200H/100A)
                        - Rocketlauncher + Bluesphere               (200H/---A)
                        - Plasmagun + Nothing                       (100H/---A)
                        Later you find the Chaingun and the Bfg. The Bfg is
                        easy reachable via Teleport but it's usability is near
                        zero because the opponents can quickly hide in the
                        channel system. 
                       
Game:                   DOOM2 ver 1.9  
Map:                    01
Single:                 Eh, yes, to discover the layout
Coop:                   No
Deathmatch:             YES, use DEATHMATCH 2 (-altdeath)
Skill settings:         No
New stuff:              No
Editor used:            DETH383
Node-Builder used:      IDBSP11

Additional credits:     Andy Badorek for play-testing
                        The authors of DETH and IDBSP 
                        id Software for the game

Demo:                   DOOM2 -file swirl.wad -playdemo swirl
                        Green: Andy Badorek, mouse control :)
                        Indigo: Me, keyboard control :(
                        If anybody has 3- or 4-player demos of this level
                        send it to me please!

Permissions:            You may use SWIRL as a base to build 
                        additional PWADs if you give credit where credit 
                        is due. Of course, you must distribute SWIRL.
                        
Where to get SWIRL:     ftp.cdrom.com and mirrors

Known problems:         Rockets and Plasma/Bfg shots disappear without explosion
                        when hitting the wall below the windows. I don't know a
                        solution for that except removing the windows. But that
                        is senseless. If somebody knows how to solve this, send
                        me an email.                        

MAP01

DM Spawns
4
Co-op Spawns
1
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