doomwads:Spawn Game: Doom IIYear: 2011Port: GZDoomSpecs: MAP01-MAP05Gameplay Mods: Two new zombies,
doomwads:Spawn Game: Doom IIYear: 2011Port: GZDoomSpecs: MAP01-MAP05Gameplay Mods: Two new zombies, one new weapon, achievement systemAuthor: Dave Billingidgames | onemandoom The UAC further reveals the depths of its incompetency when its xenobiological research facility on Epsilon Eridani III gets overrun by Hellspawn. Your mission is to put an end to the situation before it has a chance to reach home, preferably by destroying the power core. Spawn is a modern-day take on the PWADs that cropped up in ZDoom’s infancy, like Tei Tenga or Hell Factory. The construction is about as smooth as Doom has ever looked, but it shares many of the problems its progenitors have in pacing. Quake II - which these authors undoubtedly attempted to emulate - was (at least in my memory) not nearly as bad with hub-hunting, and Spawn is no different with its blocked-off doors and multiple expeditions into target areas. It’s also really dark, and the custom railgun zombies are super-annoying. Still, it boasts wonders like an achievement system and stands as an example of where Doom can be taken in an advanced source port. Click here if you’d like to read my full review. -- source link
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