===========================================================================
Advanced engine needed : ZDaemon
Primary purpose : ZDaemon Rocket Jumping, Coop or Single
===========================================================================
Title : RJSLOTH
Filename : rjsloth12.wad
Release date : August 15, 2008
Author : TimeOfDeath (Chris Balch) and Morrison
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
TOM19
sloth0409
uuhhtod
SLUT (Half-Life Decay remake)
BUMP
av20mem
Misc. Author Info : 27 years old
myspace.com/timeofdeath
timeofdeath.wrvids.com
youtube.com/timeofdeath
video.yahoo.com/people/5525124
mariokart64.com/smknonnbt/chrisbalchntsc.htm
mariokart64.com/smk/profile.php?pid=191
Description : This is a rocket jumping wad designed for ZDaemon
rocket jumping behaviour with default gravity and
no air control.
MAP02 was originally made in November 2006,
before the new superjump techniques were
developed.
MAP06 was originally made in 2007 for
Morrison's masterjumps.wad. The map was his idea
and we each built our own sections. In the exit
room there are teleporters that take you to each
section of the map. The GATE3 teleporters take
you to a section that Morrison built. The GATE2
teleporters take you to a section that I built.
Morrison built the exit section and I built the
starting section. In 2008 I did some updates to
the map, like higher jumps and an intermission
section with a cyberdemon after you complete each
jumping section. Also, after you spend about 100
seconds in one section, it becomes easier (a
floor lowers so you don't have to jump as high).
MAP10 was made in 2008 and is a modified version
of MAP02. After the new superjump techniques were
discovered, MAP02 became less difficult. So, I
made every jump higher and added some stuff
(including the plasma gun, but it's possible to
max this map using only the rocket launcher).
Morrison helped with some scripting.
Additional Credits to : id Software -
Authors of the ports and programs I use -
Morrison for the genius idea of putting lifts at
teleporter destinations so players don't get
stuck -
EarthQuake for the dehacked -
id Software and Afterglow for q1tex.wad -
TeamTNT for the key textures in retres.wad -
All of the rjumpers and rjump mappers -
===========================================================================
* What is included *
New levels : 3
Sounds : No
Music : midi from map20 in scythe2.wad
midi from map30 in doom2.wad
Graphics : A couple Quake textures from q1tex.wad
Key textures from retres.wad
Dehacked/BEX Patch : Yes
Demos : go to doomedsda.us
* Play Information *
Game : Doom 2
Map # : MAP02,06,10
Single Player : Designed for
Cooperative 2-4 Player : Designed for
Deathmatch 2-4 Player : No
Difficulty Settings : Yes - if you fall in the void in map02, you'll
get teleported further back on the harder
difficulties
* Construction *
Base : New from scratch
Build Time :
Editor(s) used : Doom Builder 1.66, XWE
Known Bugs :
May Not Run With... :
* Copyright / Permissions *
Authors MAY use these maps as a base for modification, 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