First thing you're going to notice is the repeating ambient noise of wind howling...once...I have an issue with repetition and so this really stood out to me.
Most of the rooms in the building overlook the outside where the sky is flashing constantly (mostly - amazingly I found a place where the sky didn't flash), the 'bright' side of this means all room have light, the two ideas go hand in hand, windows=light. The rooms vary in style from some nicely done cafe areas to a room that almost looks like an amphitheatre.
The use of hell decals I feel is somewhat overdone and there is bloody absolutely everywhere - that bit I don't mind, much. Lighting is sufficient to make it easy to see where you're going without detracting from the Doom feel. Texture wise it's all nicely done and I only saw a few brush/texture faults, nothing you'll notice during a DM however.
Definately a large map worth playing on, it will very happily suite a larger DM game, plenty of powerups - without being overkill. Reviewed by: WadeV1589
--Desert REsearch Complex-- A multiplayer-map for Doom 3 by Brian_himself The scenario is a desert research facility complex. I've put in mostly the "light" weapons like shotgun, mg, grenades as i wanted to give this map a more tactical touch. If you dont like, feel free to change or contact me about some further ideas Michael.Hilz@gmx.net THX to all the people fromm www.level-designer.de for support, you're doin a great job Installation: Extract the files from the .zip and copy it to your Doom3/base directory thats it
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