Title:The Marshes (non-scripted version)
Port Version:This map looks VERY good if you play it in PRboom
or Eternity. Its a must have to fully experience this map.
Author(s):Samuel Villarreal, Midway INC.
Email:<email removed> -or- <email removed>
Tools Used:Deepsea 11.6, Photoshop, EPSXE
Bugs:its not 100% accurate, but close enough. :)
Other wads by author:DSV.wad, Blackness.wad, War_3.wad, Demon Sancuary 2, DSV 4
Credits:Id software, Midway INC and the Doom community.
Special Thanks to: Randy Estrella, Danny Lewis, and Tim Heydelaar since they are the authors of the psx levels
Single Player: yes
new gfx: yes (new metal switch)
new sfx: no (but will have new sounds in console megawad)
new music: yes (e1m7)
Build time: 6 hours
This wad is based off map57 of psxdoom. This is another elusive level that I've been dying to convert. Has very less detail, but very fun as hell. Especially for deathmatch. This is another level that has a cool environment.
I am not trying to rip no companys off, nor say that I made this map myself. I did copied it by playing the PSX version while taking in game screenshots of the automap. I do not distribute this file nor any other wads that I create. This wad must require the full version of Doom2 to play.
Since this is really not my level, you may modify it yourself and post it for download, but since I did went through the trouble to convert this map, I would appriciate if you mention my name as the oringinal converter of this map. As for modifying this map, you may only to improve my mistakes, or change textures.
ADDING A SENSELESS AMOUNT OF CYBERDEMONS OR ANY OTHER MONSTERS THROUGHOUT THE WHOLE MAP THEN RELEASING IT OR EVEN SHARING IT IS NOT ACCEPTABLE!!!
*Author's Note on The Marshes*
This is a very interesting level. When I first saw this map on the Playstation, I was freaking out, I thought this was one of the neatest maps I've seen. But its concidered poor compared to todays standards. But this map is still fun, and very cool.
It didn't take a while to complete, since its only has 300 linedefs, and most of the sector heights didn't take that long to convert. I made two versions, one for Vanilla/allports Doom, and one for Zdoom. There is a script that has the exit door open after wasting the cyberdemon. I added this function to zdoom while I added a switch in the brown brick building. I think this map was meant to be a deathmatch rather than a single player level.
Twilight Descends Level Statistics
PSX Version(c)1995 Midway
PC Version(c)2002 October, 04 2002, Samuel Villarreal
be sure to check my site for more PSX/Jaguar/Nintendo64 Doom wad conversions!