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@example.com -or- firstname.lastname@example.org
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 found in PSXDoom and new sky)
new sfx: no (but will have new sounds in console megawad)
new music: yes (e3m6)
Build time: 1 day
This wad is based off map29 of psxdoom. This is one of the most coolest levels I have ever seen. This wad is set in a mine/base with MANY barrons and cacodemons. Very fun level.
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 Twilight Descends*
I can take a hint that this level was done in a hurry, there were a lot of un alignments on the textures. I noticed this one plain wall was used to activate a lift! I went a head and applied a switch texture to that wall, since I do believe thats what they meant to put in. This level is very roomy and lots of action. I love the way the structure was built around the nuke pit with the yellow key. This level will be of course included in the console wad with new sounds etc. I also added the secret exit as well. Althought it will just warp you back to map 16.
This map was VERY easy to convert. Many textures had easy to see patterns and was very easy to get the line lenghts. There were two areas that I had a lot of problems, the teleporter next to the blue key and the teleporter next to the exit door. Although I found a way to fix them, hopfully you won't notice that much of a difference. I also had probs on the entrance to the mine hallways, but that too, you won't notice that much of a difference. I know once you play this map, you'll see everything seems a little, narrow. Thats because the psxdoom stretches everything. I checked every nook and cranny and all walls matches the ones I caculated. Anyways, have fun.
Oh, btw, this map looks VERY good if you play it in PRboom or Eternity. Must have to fully expirence this map.
Twilight Descends Level Statistics
PSX Version(c)1995 Midway
PC Version(c)2002 October, 02 2002, Samuel Villarreal