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Doom 3 hellknight mod#
If you want to use/publish my work (I'd be really, really happy if any of my work appears in some sort of bigger mod :) IĪdditional Credits to : id for a great game? Grosse from Wolfenstein than for example Lara.
Doom 3 hellknight mods#
Vampiress (however there are mods who gives youĬhance to mess with them) but a lady, who would Haven't you ever thought about adding a femaleĬharacter to Doom? Yes, I know - it could ruinĪll shoot-n-forget gameplay, because it's muchĮasier to exterminate thousands of agamic However if you'd like toįinish my job, just send me e-mail with yourĭescription : That's a woman zombie who replaces former human.

Wads in my spare time, when I have a idea, so Shading, bad colors etc.) but hey - I'm just aĭoom-lover who wanted to do something for one of Author Info : All of my works can look kind of lame (need of Ignore Memfis and find the megasphere secret, but use it to AFK against a zombieman.Email Address : Files By Author : d3-imp.wad, dmac10.wad, wzombie.wad Modern combat is of course nowhere to be found, but are you really looking for that here.

Just about every major room has some kind of creative trigger use that goes beyond "hit switch, remove simple abstract barrier in that room," such as a later part where you empty a drum of water to progress. And I don't know what the first map was to use a pair of screenshots as a camera display, but this 1996 map does it, aiding conveyance for a distant switch. The texturing is kind of janky but overall there is a colorful, varied look that keeps this 10-minute map from getting visually stale. That sort of creativity is Waterwork's MO. In its simplicity, it's a clever boat, a bit more creative than the simple wooden canoes that dominate in modern times. Marc Fontaine's telling us to step our game up. Flip around at the beginning and a snazzy motorboat is right there, with a comfy red chair. Waterworks excels at the all-important Start To Boat metric, which is how you know you are playing a good map. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets - blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point. This reads as an early example of arcade-style mapping.Īreas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building - all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. Web sites: and look for Grapefruit66 author they're existing ) I just thought myslefĪdditional Credits to : id for a great game? There?! Hellknight in Doom 3 didn't have them! I know: what are those original legs doing Was realeased I enjoyed new hellknight too so Iĭecided to replace a Doom1 Baron from Hell with However if you'd like toįinish my job, just send me e-mail with yourĭescription : Baron from Hell and Hellknight (which is justĭifferently colored Baron) are my favourite Doom Author Info : all of my works can look kind of lame (need of Email Address : Files By Author : d3-imp.wad, dmac10.wad, wzombie.wad
