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Title : Real
Filename : Real.wad
Date Completed : 22/02/2005
Author : Michael "Optimus" Kargas
Email Address :
[email protected]
Misc. Author Info :
http://optimus.demoscene.gr
Description : This is my first serious(?) WAD. It
started a long time ago (1998), when
I decided to make something more
serious than TsotsoFX (Which got a
rather "funny" review at doomworld ;)
I started with Deu, with a theme of a
base inside a rocks and caves, the
player starting from a cave with dead
human bodies and destroyed walls. Then
I had to remove some ugly detail which
also caused a visplane error and much
later I continued the project with
Doom Builder.
Well, now this thing doesn't even load
with the old engine of Doom, however I
use Zdoom anymore, so I didn't even
bothered to search what it is.
The level ended preety weird, some areas
are full of monsters, some random rooms
here and there (Like I was bored and
wanted to finish with this WAD fast,
designed some boring empty rooms and
filled it with monsters ;P). It doesn't
have any consistent theme anymore as I
originally planned..
But there are some preety nice stuff
that you should check. First, there are
many diferrent ways to go through the
level (non linear). There are two
diferrent ways to get the secrets at
the two pillars near the beginning.
Areas are connected via many diferrent
ways, many walls at some caves must be
shot to reveal new secrets (might be
kinda annoying for someone to search I
think now, but search for jagged walls)
There are few nice rooms I love (like
the big sea, harbor with pillars, final
areas (with a dighole in the end and
the sign of Epsilon Team to end the
level (What an absurd idea I had ;P)))
And especially the mighty easter egg!!!
Search for the rocks near the sea and
you will open a place where I used some
additional graphics and a scrolling set
of 1 length linedefs to produce the
effect of moving sinus rasterbars (like
in the old C64 and Amiga demos) plus
two scrollers in parallax. I have more
ideas for some tricky stuff with new
gfx and scrolling textures for the
future..
That was long. I am used to writting
bigger texts than the usual ;P
p.s. And not to forget. In the very
beginning you have to shoot the rocky
wall near the one barrel to go on..
(Might be annoying with those shooting
walls, not gonna do it again ;)
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* Play Information *
Game : ULTIMATE DOOM (I think, because I use the Sky4 texture near the end for no apparent reason ;P)
Episode and Level # : E3M1 (Because I like the music)
Single Player : Yes
Cooperative 2-4 Player : Mmm. (I think I put the player 2/3/4 objects, but I have never tried..
Deathmatch 2-4 Player : Mmm.. ..mostly interested in creating single players maps)
Difficulty Settings : Yes (512 monsters for ITYTD, 768 for HMP and 1024 for UV. I wanted to have round numbers ;)
New Sounds : No
New Graphics : Yes (For the easter egg surprise!)
New Music : No
Demos Replaced : None
* Construction *
Base : An old project abandoned at 1998, continued and finished in 2004-2005
Editor(s) used : At the beginning Deu, then DoomBuilder and Bsp-w32, plus Wacker for gfx
Build Time : A long time ago during 1998 and later from December 2004 to February 2005
Known Bugs : It wont work with the old engine of Doom.
Level kinda weird with too much data, so I don't know if it will bug with other ports or not..
* Copyright / Permissions *
Authors MAY use the maps in this wad as a base for additional maps.
You MAY distribute this WAD, provided you include this file, with
no modifications. You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact.
* Where to get this WAD *
FTP sites: none
BBS numbers: none
Other:
http://optimus.demoscene.gr