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[GL] Deathmatch
Posted: Wed Sep 12, 2012 10:55 pm
by DoktorNuts
RE: [GL] Deathmatch
Posted: Wed Sep 12, 2012 11:18 pm
by Qent
Hey, I remember these! Very nice work.
RE: [GL] Deathmatch
Posted: Wed Sep 12, 2012 11:30 pm
by Marcaek
These actually look pretty damn cool.
RE: [GL] Deathmatch
Posted: Thu Sep 13, 2012 12:01 am
by thebestmlTBM
Love the wad. But it also works on Skulltag, because I tried it. Running in Zandronum or ZDaemon will mostly run in Skulltag as well because this port is a derivative. thanks anyway.
RE: [GL] Deathmatch
Posted: Thu Sep 13, 2012 12:29 am
by Catastrophe
Thought this would be like AD CTF, fortunately I was wrong.
(Yes, that's a good thing keep it up!)
RE: [GL] Deathmatch
Posted: Thu Sep 13, 2012 12:52 am
by Ænima
WOW. Looks epic. DL'ing now.
RE: [GL] Deathmatch
Posted: Thu Sep 13, 2012 1:02 am
by TerminusEst13
Just went through some maps, and this is unbelievably pro.
RE: [GL] Deathmatch
Posted: Thu Sep 13, 2012 7:18 pm
by katZune
Buenos mapas ;), i'll request this for FNF!
RE: [GL] Deathmatch
Posted: Fri Feb 01, 2013 12:26 am
by Marcaek
The lift switch in map01 is blocking so you can't run over it from above.
(bit late yeah but I figured an interest bump would help)