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The Pantheon in Rome, built in the 2nd century, was the largest dome in the world for over a millennium, and is still the largest unreinforced solid concrete dome. The dome of Florence Cathedral was the largest in the world from its construction in 1436 to 1871, and is the largest brick and mortar dome.
Formed in Carboniferous/Permian limestone, the main Sơn Đoòng cave passage is the largest known cave passage in the world by volume – 3.84 × 10 7 m 3 (1.36 × 10 9 cu ft), according to BCRA expedition leader Howard Limbert. It is more than 5 kilometres (3.1 mi) long, 200 metres (660 ft) high and 150 metres (490 ft) wide.
The map starts in the front yard of a suburban house, surrounded by a wooden fence with a boundless plane of grass beyond it. Inside the house are a collection of standard Doom enemies. From the basement of the house, a blue "soulsphere", a standard Doom power-up, can be seen through a window to the outside. Exiting the house to attempt to ...
He was a fast level designer and produced all maps for the third episode of Doom, Inferno. Petersen designed 17 levels for Doom II, a little over half of the 32 total. An 18th, Dead Simple, was redesigned by American McGee before release. [8] Petersen was then involved with The Ultimate Doom in 1995 as well as the R&D phase for Quake.
Latveria is a fictional country appearing in American comic books published by Marvel Comics.It is depicted within the storylines of Marvel's comic titles as a small, isolated European country ruled by the fictional Supreme Lord Doctor Doom, supposedly located in the Banat region.
Since custom map editing started in 1994, many Doom, Doom II and Doom 64 WADs have been created, and some have acquired fame even outside of the modding community. The following is a select listing of popular and historically significant WADs.
The BFG ("Big Fucking Gun") [1] is a fictional weapon found in many video games, mostly in id Software-developed series' such as Doom and Quake.. The abbreviation BFG stands for "Big Fucking Gun" as described in Tom Hall's original Doom design document and in the user manual of Doom II: Hell on Earth.
Viewed from the top down, all Doom levels are actually two-dimensional, demonstrating one of the key limitations of the Doom engine: room-over-room is not possible. This limitation, however, has a silver lining: a "map mode" can be easily displayed, which represents the walls and the player's position, much like the first image to the right.