![]() ![]() ![]() The creators of all the editors I used to make this happen. ![]() I already had these in the project using the old BEX method, but Graf's new DECORATE method made things a lot easier and in most cases, better as well). Graf Zahl (for the additional coding which made things like new monsters possible. Graf Zahl, NiGHTMARE and Little Faith for beta testing and feedback. ![]() John Weeks, Paul Lapensee, Katsumi No, MPS, Mike, W1P3OUT XL, Joe Cortez, Monster Iestyn and Fredrik Johansson (for the excellent midi music).Ĭyb, LilWhiteMouse, Ty Halderman, Randy Heit and others (for help on scripting). Nigel Rowand (for the marine skin that formed the base of my mercenary sprites) Leo Martin Lim (for the excellent shuttle seen in the intro).ījörn Ostmann (for the window textures seen in the city maps).įredrik Johansson (for the GRAY3 and SUPPORT5 graphics). Jean-Serge Gagnon (for the forest portion of the skys).Įspi (for the GRASS3,4,5 flats and the 2 larger green trees). Nick Baker (for the GRAY6 and WARNING graphics). Russ Walsh (for the corrugated metal texture/flats). It also uses the health system seen in map 09 of Fragport (which was also Sonic-inspired) but will still look and play like a normal DooM 2 megawad. It has the Sonic layout (zones, acts, bosses) and also has some Sonic features (monitors, springs, water). A DooM 2 episode with a Sonic influence throughout, courtesy of a brainwave I had during the map drawing phase of Licence to Spell DooM. ![]()
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