===========================================================================
Archive maintainer : This is a text file update which updates the
"Known Bugs" to, most notably, add a bug which
occurs only in one specific family of source
ports. The level itself is unchanged.
Date of update : February 17, 2016
Advanced engine needed : Boom
Primary purpose : Single play
===========================================================================
Title : Year 22 -A Rock and a Hard Place-
Filename : YEAR_22.WAD
Release date : December 28, 2009
Author : Eric "The Green Herring" Baker
Email Address :
[email protected]
Other Files By Author : Community Chest 3 (MAP08/15/16/27/32, etc.), Year
21 -The Vanishing Point-, 32in24-6 (MAP07/13/28),
32in24-7 (MAP04/13), Diet 32in24 (MAP02/16),
Plutonia 2 (music), 32in4-8 (MAP21), SargeBaldy
Speedmapping Compilation #21 (MAP02),
Claustrophobia 1024 (MAP01/MAP06), Maps From
Memory (E1M3), The Fireworks Factory, Doomworld
Speedmapping Compilation #21 (MAP04), Greenwar II
(MAP31 detailing,) 32in24-9 (MAP02/MAP20/MAP30)
Misc. Author Info : A college student with too much free time on his
hands. Not related to Nick Baker.
Description : No wonder that warp facility was abandoned; it
was overrun by the dead and the damned! With
your fists, armor and helmet covered in demonic
blood, you spy the structure in the center of the
base. The description of the base by your
superiors included many details, more than you
ever needed to know; a white pad with four
pentagrams on it was not one of them. Sighing,
you approach the pad, and give it a gentle tap
with your foot. After all, if nothing seems to
be powering it, nothing's going to happen,
right?
Wrong.
In the blink of an eye, you find yourself in
what can charitably be called a canyon. In front
of you, you see a rusted, metal tower, carrying a
keycard which glistens in the light, nearby of
which are the remains of an unlucky soldier.
Behind you, you hear the sound of rushing water.
You quickly notice two things that are a bit off.
One, the rocks supporting the teleport pad are
identical to the ones in that base. The other is
that while you've only aged a few seconds, it
feels like a whole year has passed. With a tight
grip on your guns, you step down, and then up to
find that the pad no longer works. With a sigh,
you decide to head past the tower to investigate.
If you ever find a way back home, you're gonna
have a /lot/ of explaining to do.
* * *
This is the sequel to 2008's Year 21 -The
Vanishing Point-. The WAD is built such that if
you load it after YEAR_21.WAD on the command
line, you can play this and the previous level in
order. Thus, it's on MAP02. There's even a
level name graphic for the previous level in case
you do this. Anyway, this rocky region is /much/
more difficult than the previous level, with
fiendish mobs that battle you in tight quarters.
Skill levels are implemented, so if you're
having trouble taking the hellspawn down, just
play the level on Hurt Me Plenty or lower.
Nevertheless, it can be completed whether or not
you start from scratch, or get here from Year 21.
A little hint: It's best to leave the first
group of monsters alone till you get a better
weapon.
In case you're wondering, this was meant to be
a 24-hour speedmap on my 22nd birthday, similar
to the previous level, but numerous interruptions
(apart from my family's celebration) conspired
to make the attempt a failure. Namely, the
tendency for the original Doom Builder to crash
when entering 3D Mode. A lot. In spite of all
this, I promised myself to finish it before the
end of the year. Then, on July 27, the original
version was obliterated by an unexpected wipe of
the hard drive it was stored on. Soon, I set
about recreating this level from memory, this
time using Doom Builder 2, and in less than 24
hours, I finished doing so. And then, in
September, the computer itself got messed up, but
fortunately, I was able to save that version of
the level. In late December, I finally finished
it. So there you have it.
Anyway, enjoy the level!
Additional Credits to : Pascal vd Heiden (CodeImp) for creating Doom
Builder 2 (but not Doom Builder 1, whose many 3D
Mode crashes made the original attempt a
failure;) esselfortium for playtesting; Espi,
Nick Baker, and the Darkening Team for some of
the custom textures used in this level; id
Software for making Doom (naturally;) and my
friends and family for remaining awesome as
always!
===========================================================================
* What is included *
New levels : 1
Sounds : No
Music : Yes ("Your Time Is Long Overdue";
started on February 15, 2009;
0:00-1:36 recreated between July 31 and
August 1, 2009 due to the hard drive wipe;
finished on December 27, 2009)
Graphics : Yes
Dehacked/BEX Patch : Yes
Demos : No
Other : No
Other files required : None
* Play Information *
Game : Doom 2
Map # : MAP02
Single Player : Designed for
Cooperative 2-4 Player : Player starts only
Deathmatch 2-4 Player : Player starts only
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : At least five days (original version,) and then
about five months (recreated version)
Editor(s) used : Doom Builder (original version only,) Doom
Builder 2 (recreated version,) SLumpEd, Paint
Shop Pro 5, Anvil Studio, CleanWAD 1.54
Known Bugs : In Boom (and related ports,) if you leave some
enemies alive before climbing up in the
northernmost room, it's possible for them to
block you if you try to jump back down instead
of descending the stairs. This isn't a bug in
design so much as a bug in the engine that
TeamTNT never fixed.
Also, depending on the source port you use or
what your sound card is, the music in this level
may not play correctly (the second note occurs
too early, the first few sawtooth notes get cut
off, etc.) Examples include all versions of
ZDoom prior to 2.8.0.
Finally, in all ZDoom-based ports, there is an
engine bug which causes the chaingunners in the
last part of the level to teleport onto a
computer panel and underneath the floor, solely
because their hitboxes overlap the sector
behind them when they teleport in. This does
not occur in any other source port in existence,
including Boom itself, so this isn't a bug in
design either.
May Not Run With... : Doom2.exe, or any port that isn't
Boom-compatible
* Copyright / Permissions *
Authors may NOT use the contents of this file as a base for modification or
reuse. Permissions have been obtained from original authors for any of
their resources modified or included in this file.
You MAY distribute this file, provided you include this text 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. I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.
* Where to get the file that this text file describes *
The Usual:
ftp://archives.3dgamers.com/pub/idgames/ and mirrors