DOWNLOAD LINK: https://www.mediafir...mlhgl8ktclzra69
REQUIREMENTS: DOOM2.wad IWAD, OpenGL rendering (tested with Zandronum OpenGL rendering, and briefly with GZDoom.)
(ZANDRONUM SOURCEPORT DOWNLOAD*): http://zandronum.com/download
*GZDoom should work too.
I've been working on a Doom II project for GZDoom/Zandronum/Skulltag (In OpenGL) for a while now. It's totally finished, and if anyone wants to play it and give feedback, that would be awesome. The reason it "requires" GZDoom or Skulltag/Zandronum (In OpenGL) and not regular Z-Doom is mainly because of the sky-box that doesn't work right in software mode. I designed it to be used without jumping, like classic Doom.
It is in Doom II (of course), with 8+1(secret) levels for 9 total. Although I'm not using Doom 64 resources (except for a few things), my puzzles are inspired by that game, because it is my favorite iteration of Doom. I believe it had the scariest, most clever maps ever released officially (although designed by Midway, not iD.)
There's two "new" guns, and one new monster, the boss. Original music for the intermission as well. I tried to make it interesting with monster pacing, and puzzle design, instead of just throwing a bunch of monsters to make it "hard."
Screenshots:
http://i21.servimg.c...38/map4-310.jpg
http://i21.servimg.c...38/map4-110.jpg
http://i41.servimg.c...38/eterna12.jpg
http://i41.servimg.c.../38/map6210.jpg
http://i41.servimg.c.../38/map6110.jpg
Edited by SouthernRex, 01 February 2014 - 03:51 PM.