===========================================================================
Advanced engine needed : Boom compatible
PrBoom-Plus 2.5.0.1 with -complevel 9
some maps don't work in ZDoom
Primary purpose : Single play
===========================================================================
Title : Time Of Maps - Part 1
Filename : tom19.wad
Release date : September 20, 2009
Author : TimeOfDeath (Chris Balch)
Email Address :
[email protected]
Other Files By Author : Drown in Blood (dib28a) map01,03,04,05,09,22,23,
26,27,28
2sector map07
sloth
rjsloth
masterjumps map06 (co-author)
SMEDLEY
SQUANE
chips19 (Chip's Challenge remake)
FLANAGAN
dekutree (Zelda remake)
LOINK
Misc. Author Info : 26 years old
myspace.com/timeofdeath
myspace.com/coracanning
myspace.com/withoutbag
timeofdeath.wrvids.com
youtube.com/timeofdeath
video.yahoo.com/people/5525124
mariokart64.com/smknonnbt/chrisbalchntsc.htm
mariokart64.com/smk/profile.php?pid=191
Description : TOM is a boom compatible wad that uses only doom2
format line actions (except some boom light
transfers) and sector effects. -complevel 9 in
PrBoom-Plus is required for some rising stairs
and "floor lower to 8 above highest floor"
behaviour. Some maps don't work properly in
ZDoom.
This isn't intended to be a traditional map set.
Instead, it's a compilation of random maps and
mapping experiments (for me) with random themes
that are sorted by date (mostly), rather than
difficulty. Each map is intended to be learned
and memorized from a pistol start and recorded
on for max runs (not all maps also have an
intended speed route). I imagine playing most of
these maps without learning them would probably
be pretty annoying. The point of the maps is to
learn them, plan a route, and record a demo as
fast as you can. Most of the maps are
bfg-oriented or rocket/plasma-oriented and most
people probably won't like the gameplay.
Most of the maps are remakes of levels from other
games. All of the remakes were built by looking
around in-game in the original levels, counting
floor and wall tiles to figure out heights and
lengths, standing in corners and seeing where
other corners line up, using a ruler and the
in-game map to figure out general room sizes,
etc. The Quake remakes were also built that way
(I didn't look in a Quake editor). Though, there
are still differences in appearance between the
originals and remakes. If you're a fan of any of
the games I did remakes of, I think it could be
cool to check out these maps even if you don't
like the gameplay (play on skill 3 - hurt me
plenty - to play the maps without monsters).
Intended to be played with these options, if you
want:
CATEGORY 1 (INTENDED)
- prboom-plus 2.5.0.1+
- kills/items/secrets/timer HUD (with "smart
totals" turned off)
- any resolution + uncapped fps
- custom key config for weapons
- -longtics
- no TAS features (unless you specify your demo
is TAS)
- turn180 if you use keyboard only
CATEGORY 2
- zdoom
- freelook + jumping turned on
- infinitely tall actors turned off
- no bfg aiming
- custom key config for weapons
- no crouch
My key config in PrBoom-Plus is:
WASD movement, M1 fire, SHIFT shotgun,
R chaingun, Q rocket, E plasma, F bfg, SPACE use,
ALT strafe on, MOUSE turning (sometimes arrow
keys with my right hand for long sr50)
My key config in ZDoom is:
WASD movement, M1 fire, M2 jump, Q prev weap,
E next weap, SPACE use, ALT strafe on,
SHIFT center view, always mouselook,
never auto-aim, no BFG aiming, dot crosshair.
/////////////
// MAPLIST //
/////////////
MAP01 - released April 7, 2009
Don't wake up the revenants
MAP02 - released April 12, 2009
Silent Hill 2 remake of the first part of
Rosewater Park
MAP03 - released April 16, 2009
Silent Hill 2 remake of the start area
MAP04 - released April 22, 2009
Silent Hill 2 remake of the Courtyard in
the Woodside Apartments
MAP05 - released April 26, 2009
Doesn't work in ZDoom
MAP06 - released May 11, 2009
Doom2 format version of smedley.wad.
Doom2.wad map01 remake built from scratch
(no copy/pasting) exactly like the
original, with some new areas. A secret
area is a remake of the starting room and
a hallway in Quake E3M3. Rocket jumping
is required to reach that secret area in
ZDoom.
MAP07 - released May 19, 2009
Quake E3M4 remake of the first room
MAP08 - released May 27, 2009
Doom2 format version of first part of
dekutree.wad. Zelda: Ocarina of Time
remake of Inside the Deku Tree.
MAP09 - released July 2, 2009
Doom2 format version of second part of
dekutree.wad. Zelda: Ocarina of Time
remake of Inside the Deku Tree.
MAP10 - released July 3, 2009
Doom2 format version of last part of
dekutree.wad. Zelda: Ocarina of Time
remake of Inside the Deku Tree.
MAP11 - released July 18, 2009
For practising 2-bfg-shot kills on cybers
and long sr50. Similar design to Espi's
pe.wad
MAP12 - released June 6, 2009
Doom.wad E1M1 remake from memory, after
not having played/seen the original map
in about 1 year, with doom2 monsters. It
was Creaphis' idea. Also appears in
e1m1mem.zip, e1m1mem2.wad map01.
MAP13 - released March 6, 2009
Doom2 format + single player version of
my 2 sectors deathmatch map in
2sector.wad (map07) from July 2006.
Originally released as seaburt.wad in
March 2009
MAP14 - released July 30, 2009
Doom2 format version of map27 from
chips19.wad. Remake of level 27 from
Chip's Challenge. Also turned out to be
a 1024-style map.
MAP15 - released July 16, 2009
Doom2 format version of my first five
maps put into one map. The original maps
are from dib28a.wad and were made in 2005
MAP16 - released September 1, 2009
My attempt at making an Oblige-like map
from scratch.
MAP29 - demo map
Map28 from dib28a.wad. My unfinished
attempt at making cave architecture from
2006.
MAP30 - released September 20, 2009
A map with 2 sectors that will certainly
be hated by most, if not all.
MAP31 - released July 30, 2009
Map11 with the cybers facing you.
MAP32 - released July 30, 2009
Doom2 format version of two of the last
rooms from flanagan.wad. Also shows a
Doom "bug" (?) where you can walk through
certain impassible walls if your map
takes up 32768 units or more, either
south-north or west-east. Doesn't work in
ZDoom.
Additional Credits to : Everyone involved with creating the games,
levels, textures, etc. that are listed below -
Doom/2 E1M1 and MAP01 -
Quake E3M3 and E3M4 -
Silent Hill 2 start area, Woodside Apartments,
Rosewater Park -
Legend of Zelda: Ocarina of Time, Inside the Deku
Tree -
Chip's Challenge level 27 -
Toke for the idea of using raspberry-colored
cacos with smaller corpses -
gggmork and TheGreenHerring for recording demos -
Afterglow for compiling q1tex.wad -
myk and TheGreenHerring for hex editing help -
Creaphis for mapping from memory idea -
andrewj for Oblige and Mr. Chris for LUA help -
Authors of the programs I used -
Kari Sweets for the HELP picture -
Dave Turnbull for playing drums -
Big thanks to gggmork for recording demos, making
suggestions, making maps, and always playing my
maps -
Thanks to anyone who plays my maps -
Thanks to all of the authors of maps that I've
played -
Thanks to all of the players that I've learned
from -
Thanks to anyone who has helped me -
===========================================================================
* What is included *
New levels : 19 + demo map (map29)
Sounds : No
Music : Title music is a looped 4-second midi by Chris
Balch from 2002
Intermission music is an excerpt from the song
"Timothy Likes Rainbows" by Cora Canning - Guitar
by Chris Balch, Drums by Dave Turnbull - from
2009
MAP29 music is "The Gardener" by Cora Canning -
Guitar and Drums by Chris Balch - from 2009
MAP30 music is "The Last Breath of the Dying" by
Time Of Death - from the CD "The Last Breath of
the Dying" - by Chris Balch - from 2001
All of the other maps have a silent midi
Graphics : Some textures from Quake, Chip's Challenge, and
Doom2.
TITLEPIC and CREDIT graphics are the negative
image of something I drew in 2001.
INTERPIC is a photograph I took.
HELP is Kari Sweets' bum.
Dehacked/BEX Patch : Yes
Demos : Included in zip as tom19demos.zip
Recorded with prboom-plus 2.5.0.1 -complevel 9
by gggmork, TheGreenHerring, TimeOfDeath
tom01-129-speed-tod.lmp
tom01-242-max-tod.lmp
tom02-036-speed-tod.lmp
tom02-457-max-tod.lmp
tom02-551-max-ggg.lmp
tom03-048-speed-tod.lmp
tom03-243-max-tod.lmp
tom03-303-max-ggg.lmp
tom04-054-speed-tod.lmp
tom04-438-max-ggg.lmp
tom05-019-speed-tod.lmp
tom05-350-max-ggg.lmp
tom05-440-max-tod.lmp
tom06-152-speed-tod.lmp
tom06-1242-max-tod.lmp
tom06-1425-max-ggg.lmp
tom07-107-speed-tod.lmp
tom07-253-max-ggg.lmp
tom07-329-max-tod.lmp
tom08-037-speed-tod.lmp
tom08-552-max-tod.lmp
tom09-656-max-tod.lmp
tom10-222-max-tod.lmp
tom11-2255-max-tod.lmp
tom11-2353-max-ggg.lmp
tom12-01540-speed-tod.lmp
tom12-151-max-tod.lmp
tom12-155-max-ggg.lmp
tom13-039-speed-TGH.lmp
tom13-044-speed-tod.lmp
tom13-048-nmspeed-tod.lmp
tom13-603-max-ggg.lmp
tom13-626-fast-ggg.lmp
tom13-633-max-tod.lmp
tom14-417-max-tod.lmp
tom15-4105-max-tod.lmp
tom16-1154-max-tod.lmp
tom16-1353-max-ggg.lmp
tom30-5009-max-tod.lmp
tom32-448-max-tod.lmp
* Play Information *
Game : Doom 2
Map # : MAP01-16, 30-32
Single Player : Designed for
Cooperative 2-4 Player : Yes (except map29 and map30) but untested
If it was me, for casual coop games online I'd
play with infinite ammo, respawn items, respawn
mega items, no friendly fire, save the bfg for
emergencies or if there's enough room for
everyone to use it without knocking people
around, and have everybody try to get the same
number of kills. Nothing extra was added for
coop.
Deathmatch 2-4 Player : No
Difficulty Settings : No - Intended for skill 4 - Ultra Violence
There are no monsters on skill 3 - Hurt Me Plenty
except monsters that are required to appear in
order to progress through the map. That was done
because some maps can't be completed with
-nomonsters. If playing on skill 3, shoot your
gun every once in a while to wake up those
monsters so that you don't get stuck.
* Construction *
Base : New from scratch
Build Time :
Editor(s) used : Doom Builder 1.66 & 1.68, XWE 1.16, Paint Shop
Pro 7, Paint, Cool Edit Pro 2, Power Tab Editor
1.7, Audiograbber 1.82, razorLame 1.1.5, XVI32
Known Bugs : You can get stuck in MAP14, just like in Chip's
Challenge. Some maps won't work with
-complevel 2. Some maps won't work with ZDoom.
May Not Run With... :
* Copyright / Permissions *
Authors MAY use these maps as a base for modification, as long as you
give credit to the original games I remade levels from, and as long as you
give credit to me for building the remakes.
Authors MAY reuse the music in this wad, as long as you give credit.
You MAY distribute this file for free, provided you include this text file,
with no modifications.
* Where to get the file that this text file describes *
The Usual:
ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Web sites:
http://timeofdeath.wrvids.com