
Jutting off from it are two smaller shoot-off rooms. Directly behind your start point is a room with a mirror for checking player sprite animations from more angles than just behind. It also contains some Keens for testing stuff relating to that actor's unique script behavior. The right hand room contains every prop as well as keysa selection of animated floors, every damagefloor type, and a deep pool of swimmable water. The left hand room contains every weapon and item pickup except keysalong with switches for spawning monsters. This is useful for debugging actors that don't deal with moving platforms very gracefully or at least, without fucking the framerate - try loading up High Noon Drifter and throwing a bunch of grenades down there!

DrPySpy has been using it recently for his own projects, and I've received interest from others in using it, so I'm throwing it out there publicly for other people to play with.ĭirectly in front of you at the start of the map is a small jungle-gym like area with bridges in both 3D floor and old thing-based forms, as well as a lift up to a great height to dive off of.īeyond that is a large elevator that upon being activated, goes really deep downwards at a slow rate.
BRUTAL DOOM V21 ZANDRONUM BLOOD FLICKER FULL
Please read the full rules for more details. Put it in the project ideas thread instead! Projects for any Doom-based engine especially 3DGE are perfectly acceptable here too.


BRUTAL DOOM V21 ZANDRONUM BLOOD FLICKER MODS
Got a cool project idea but nothing else? 6 Doom Mods You Should Play If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead. Threads here are for active projects only! Please use the Editing subforums or General for questions.
