Southern Cross (Gold Edition)
by
Bryant (Gunrock) and Kevin (The Solution) Robinson

==================================================================
Advanced engine needed : Boom compatible port(Works best with Zdoom)
Primary purpose : Single + coop play
==================================================================
Title
: Southern Cross (Gold Edition)Filename : scge.wadRelease
date
: 05/15/04 - updated on January 2007 for the Gold EditionAuthor
: Bryant and The SolutionEmail Address : moonscrapper@aol.comOther Files By Author : Dark7 and Dark7: mission packMisc. Author Info : map designerDescription : 9 E1 style maps.(fixed version 2)
Additional Credits to : - Jon Washburn and Andrew for the music
- OrioN-X-NaVaS for the story found at the Demise website:
( http://jove.prohosting.com/demise3k )
===========================================================================* What is included *New levels : YesSounds : YesMusic : YesGraphics : YesDehacked/BEX Patch : NoDemos : NoOther : NoOther files required : None* Play Information *Game : Doom 2Map # : 1-9Single Player : Designed forCooperative 2-4 Player : Designed forDeathmatch 2-4 Player : NoOther game styles : NoneDifficulty Settings : Not implemented* Construction *Base
: New from scratchBuild Time : couple of MonthsEditor(s) used : DoombuilderKnown Bugs : noneMay Not Run With... : only works with a boom compatible source port.* Copyright / Permissions *Authors may NOT use the contents of this file as a base for modification orreuse. Permissions have been obtained from original authors for any oftheir resources modified or included in this file.You may NOT distribute this file in any format.* Where to get the file that this text file describes *The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrorsWeb sites: http://jove.prohosting.com/demise3kFTP sites: http://www.doomwadstation.com/idgames/
Played, revised and reviewed on
February 07, 2007
-
Map01 is a very good surprise: if you look at the number of monsters
(38), you have the tentation to think "Ok, 2 minutes and it will be
done", but, in fact, it's not as easy as you thought, and the gameplay
is perfect. The architecture is damn fine, and I don't think that it
would have been possible to make it more pleasant. I give a 10/10 for
this map.
- Map02 is following the same way to give a good time to the player, but it begins to become a bit more hard...
-
Map03... Very badly balanced in term of rapport between
monsters/ammos/life: your progression makes you enter a semi opened
area where 4 spectres try to kill you before the discovery of the
plasma gun... lol... Then... A hord of cacodemons (ok, that's fine) is
suddenly appearing... But... Behind them is appearing a second hord of
soul makers!!!
It's pure crazyness and I already died ten times
without being able to bypass this area. Ok ok... I try another way and
I enter the central structure... Arrrrrg!!! A lot of monsters, all
different, are waiting me!!! Finally, I won, but I enter the next map
all frightened...
- Map04: nothing special, apart a damn good level,
very well balanced, and with a great gameplay. As usual, the
architecture is perfect. Not to be forgotten: this set of maps is quite
old, and Brian has updated very finely his other sets, and this one
will be, more than surely, updated too. When it will be done, we'll
have a great pwad. For now, I can only say that it's less good than the
other updated ones, and it's quite normal.
- Map05: very hard map!!!
You'll have to be wise enough and to don't panic, even facing the 2
archviles. The gameplay is quite perfect, even if the level of
difficulty is high. All has been made to give the feeling of fear,
while progressing, and that's fine.
- Map06: one more time, a great
gameplay and an architecture perfectly built. The balance
life/ammos/monsters don't allow you to do no matter what, and you must
have balls, sometimes...
- Map07: very hard level, with tons of
monsters, and the final battle is possible ONLY if you was wise enough
to don't shoot without purpose (you must have enough ammos).
- Map08: don't panic, and do wisely what you have to do...
- Map09: I wont reveal anything about it.
I had to reformat the exit text, which was cutted on the screen:

Before
After
And I made also a sky, specifically for scge:

Briant and bro have used the sky of Doom1, Episode 1. So, I made it in the same spirit, but for highres screens.
I didn't changed anything else.
Notes:
- Gameplay : 9/10
- Architecture: 10/10
- Balance : 8/10
- Difficulty : 5/10 for averages players, 9/10 for good players
Final note : 9/10 for good players (with a special bad note for the map03
Bryant (Gunrock) and Kevin (The Solution) Robinson
are definitely very good mappers, and their work will stay in the
archives like treasures and examples of how you can make good wads,
without using a lot of Boom features (thus, I would have been pleased
to see more of them)!!!
Jive, Manaus (Amazonia), February 07, 2007
いいいいいいい
い Tools used い
いいいいいいい
- Examination with XWE:
XWE - extendable Wad Editor version 1.16
Developped by Csabo
wadedit@marchmail.com
http://doomworld.com/xwe
- Graphic's creation or modification
Paint Shop Pro 7 (WinShare Killer Apps)
http://www.wska.com
- ".dfl" file to use with KDX, the King Elvis Launcher:
The King Doom Experience - Your Doom Frontend Experience.
This toolset allows you to get the best out of your Doom installation.
This is the best software available of this kind
Available at http://kingdoom.tk/
- All the stuff is zipped, using a buyed WinZip(R) Version 10.0 (6698)
Copyright (C) 1991-2005 WinZip International LLC
http://www.winzip.com/version.htm
#######################################################################
# Author : Jean-Yves Delpech aka "Jive" aka "The Freeman", 52 #
# Email : dlw@doomwadstation.com
#
# Web site : "Doom Legacy Wads" aka
DLW
#
# http://doomwadstation.com/dlw/
#
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Email :
gzdoom@doomwadstation.com
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# Web site : "GZDoom Wads" aka
GZW
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# http://gzdoom.doomwadstation.com/
#
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Where to get GZDoom
:
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# Web site: http://grafzahl.drdteam.org/index.php?page=topic&id=230 #
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# Thanks to T.v. Elsuw�, Steven McGranahan, Robert B�uml and Bell Kin #
# for their large contribution and to others Legacy Team members. #
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