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Archive Maintainer : levels/doom2/0-9
Advanced engine needed : None
Primary purpose : Single play
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Title : Double Reject
Filename : 2XREJECT.WAD
Release date : Nov. 16, 2019
Author : ETTiNGRiNDER
Email Address : [redacted]
Other Files By Author : Various stuff, mostly for Heretic
Misc. Author Info : Wondering where all those years went
Description : A couple of ill-fated vanilla Doom II maps that
I designed for community projects in 2018-2019
but that failed to make it into a megawad release.
Rather than leave them to crumble to digital dust,
I've fixed them up to release on their own,
mostly in the form of making them work in stock
Doom 2 without the resource packs of their
respective projects, but MAP02 also got
a little extra polish since it wasn't entirely
finished when it got canned. Aside from their
similar origin stories, the maps are unconnected
and can be tackled individually, but I placed the
larger/harder map second if you want to attempt
continuous play.
These are unapologetically designed towards a
"Doom as Doom was in the 90s" ideal and should
work flawlessly under vanilla conditions to the
best of my knowledge. If you're looking for
hyper-tight slaughtermaps made for and by
speedrunners, or high-concept "Doom as art"
projects, keep looking, you won't find that here.
If you want more oldschool-style Dooming, then
maybe it's worth giving these a try.
MAP01: Blood Forest
Originally designed for the Infernew project,
which seems to have become vaporware.
A demented wilderness of meat, blood and lava
with some techno-occult buildings in tribute to
Sandy Petersen's visions of Doom-hell. No
specific level it's trying to imitate but you
can probably trace influences to Hell Keep,
Slough of Despair and Mt. Erebus in particular.
The skull dome room is also a bit of a nod to
Greytale's DARKHELL.WAD.
MIDI: "Lure" by LewkForce
MAP02: Top Secret Research Facility
Originally designed for the Akeldama project,
from which it was rejected.
A remote mountain fortress converted into a
laboratory complex for conducting illegal demon
research. It's a bit on the large side, with a
lot of connection opening up between areas as you
progress. There are some neat tricks and
traps too. It originally had snow outside,
but that changed when I switched it over to the
stock Doom II textures. If anything, looks
better now, go figure.
MIDI: "Nest of Vipers" by LewkForce
Additional Credits to : Cage / id Software / Raven Software
- Made that nice Doom 2/Hexen fire sky mix.
LewkForce
- Composed MIDI tracks and provided them for free
use in WADs.
Bonnie / valkiriforce
- Arranged the community projects; even if these
maps didn't make release, they wouldn't have
existed at all otherwise.
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* What is included *
New levels : 2
Sounds : No
Music : Yes, 2 MIDI tracks by LewkForce
Graphics : Yes, sky and a couple textures
Dehacked/BEX Patch : No
Demos : No
Other : No
Other files required : None
* Play Information *
Game : Doom II
Map # : MAP01 - MAP02
Single Player : Designed for
Cooperative 2-4 Player : Untested, should be possible
Deathmatch 2-4 Player : Player starts only.
Other game styles : None
Difficulty Settings : Yes, not too fine-tuned but they exist.
* Construction *
Base : New from scratch
Build Time : Something like a month or two each.
Editor(s) used : Eureka, GZDoom Builder, SLADE
May Not Run With... : Should be suitable for all ports
Tested With : Chocolate Doom 3.0.0
GZDoom 4.2.4a (software render)
* Copyright / Permissions *
To every degree allowable, the MAP LAYOUTs and MAP METADATA are released under
the terms of CC0:
https://creativecommons.org/publicdomain/zero/1.0/
Acknowledging credit to ETTiNGRiNDER for designing the map would be courteous.
Any other data contained in the file (music, textures) remain property of
their respective copyright holders. If you want to use the music files, look
for LewkForce's MIDI pack.
* Where to get the file that this text file describes *
The Usual:
ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Author's site: ettingrinder.youfailit.net