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?* DooM2 * DoomsDay'95 One Player level by Helioth *                     ?
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Title                   : DoomsDay'95 One Player
Filename                : DMDAYONE.WAD
Author                  : Helioth (Francois Coppex)
Email Address           : [email protected]
Misc. Author Info       : Author of The Spring Ballad (TNTSPRNG.ZIP)
                         Author of The Imp Fiesta (TNTFSTA.ZIP)
                         Author of Cleaning Of All Kind (COAK.ZIP)
                         Author of DoomsDay'95 (DOOMSDAY.ZIP)
Release Date            : 28 March 1995

Description             : t This is the unshortened version of
                           DoomsDay.wad. It's not a deathmatch level but
                           a normal one player/cooperative one.
                         t This level is approximately two and a half
                           times bigger than DoomsDay.wad.
                         t This is a small level full of monsters. It's
                           not like my previous levels, in this one
                           you'll be submerged by monsters; you will not
                           get any break and your guns are going to
                           become overheated. You won't loose a lot of
                           time searching the monsters...
                         t No BFG9000, no plasma gun

Additional Credits to   : t ID Software, Brendon J Wyber, Rapha%l Quinet,
                           Colin Reed.


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?* Play Information *                                                    ?
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Level #                 : 1
Single Player           : Yes
Cooperative 2-4 Player  : Yes
Deathmatch 2-4 Player   : Yes
Difficulty Settings     : Yes
New Sounds              : No
New Graphics            : No
New Music               : Yes (Level1+Interlude)
Demos Replaced          : No


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?* Construction *                                                        ?
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Base                    : New level from scratch
Build Time              : Approximately 15 hours
Wad. size               : 72'189 bytes
                         (68k map + 4k music)
Editor(s) used          : DEU2 5.21, BSP 1.2x, NWT 1.2
Known Bugs              : None


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?* Copyright / Permissions *                                             ?
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You may distribute this WAD, provided you include this file, with no
modifications.

You may not use this level as a base to build additional levels unless a
special agreement exists with its author.

You may not use this file in any commercial purpose unless a special
agreement exists with its author.

If you need one of the copyright points to be modified or removed, let it
know to me by E-Mail and I'll consider it.


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?* Where to get this WAD *                                               ?
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FTP sites: n/a

BBS numbers: Lycaeum: +41 41 76 29 89 (ZyXEL)
                     +41 41 76 32 89 (USR)
            Dark Severity: +41 37 46 24 77


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?* Other *                                                               ?
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t When building the level for DoomsDay'95, I first made one which was a
 lot too big, with bad textures, too complicated... in fact it wasn't a
 deathmatch level. Andre Christen told me that I had to cut it down a lot
 and he showed me exactely what I had to change. The final result is the
 level on which two hundred people played at DoomsDay'95.
 But I kept the old version because I thought it would be quite a good
 normal level. I did cut down so many things that it would have been a
 shame not to keep the old version.

t Here is a chart which shows the differences between normal and
 deathmatch level creating.

            3 One Player              3 Deathmatch                      3
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 Size       3tNo restriction.         3tFor 4 players, 40kb (fighting   3
            3tWith normal editors the 3 area) is the upper limit of a   3
            3 memory limit is of app. 3 PWAD.                           3
            3 170k for the map.       3tFor 2 players, 25kb (fighting   3
            3                         3 area) is the upper limit of a   3
            3                         3 PWAD.                           3
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 Rooms      3tNo restriction apart:   3tVery little rooms, with a few   3
 Structure  3 1)Hall of Mirror        3 places where the player can     3
            3 2)Computer MHZ          3 protect himself from the other  3
            3tIn addition of the      3 player.                         3
            3 difficulty in outliving 3tA main corridor that links all  3
            3 all the monsters, you   3 the rooms together.             3
            3 may add the difficulty  3tThe structure should be         3
            3 in getting out of a     3 extremely simple so that the    3
            3 real maze.              3 players have the level map in   3
            3                         3 mind.                           3
            3                         3tPlaces where corridors go in    3
            3                         3 3 different ways (AAA) become   3
            3                         3 very interesting.               3
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 Taglines   3tUse a lot of sector tags3tUse as less as possible taglines3
            3 because it should give  3 (raising stairs, mooving things,3
            3 the level a lot more    3 brightness go to zero...)       3
            3 interest.               3 because it disturbs a lot the   3
            3                         3 players and they should only    3
            3                         3 think at where the other players3
            3                         3 are and how to trap them.       3
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 Textures   3tNo restriction. Your    3tThey have to be very special,   3
            3 aim is to make that     3 specific. It helps the players  3
            3 the player gets totally 3 to learn by heart the map.      3
            3 lost in an unknown and  3 Examples: A strongly lit WHITE  3
            3 hostile world, so that  3 room / A BLUE computer room...  3
            3 the game gains some     3tNever do 2 rooms that have      3
            3 suspense.               3 ressemblant textures.           3
            3                         3tUse simple textures so that     3
            3                         3 the players are very visible    3
            3                         3 to each other.                  3
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 Things     3tDo not make a BFG9000   3tThe BFG9000 isn't to most       3
            3 available for killing   3 powerful weapon. You have to    3
            3 imps, demons, cacodemons3 redefine the weapon's power:    3
            3 because it becomes far  3 1.Plasma Gun                    3
            3 too easy.               3 2.Super Shootgun                3
            3tGive the player enough  3 3.Rocket Launcher               3
            3 weapons so that he does 3 4.Shootgun                      3
            3 not have to kill Barons 3 5.Chaingun                      3
            3 with his fists...       3 6.BFG9000                       3
            3                         3 7.Pistol                        3
            3                         3 Some minor changes are possible,3
            3                         3 it depends on the different WADS3
            3                         3tNot too many weapons/health     3
            3                         3tNever put good weapons and      3
            3                         3 health bonuses at the same      3
            3                         3 place: this place would become  3
            3                         3 impregnable.                    3
            3                         3tDo not put too many weapons at  3
            3                         3 the deathmatch starts. The      3
            3                         3 players should not stay at one  3
            3                         3 place; they should moove to     3
            3                         3 another place to find better    3
            3                         3 weapons, so that they have more 3
            3                         3 chances to run into each other. 3
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 Brightness 3tThe average light level 3tIt should be strongly lit in    3
            3 should be of app.150. If3 nearly all parts of the level,  3
            3 your sectors are too    3 so that the players are easily  3
            3 strongly lit, you loose 3 visible to each other.          3
            3 a lot of suspense.      3                                 3
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA?
 Height     3tTry to change the       3tNo big differences in floor     3
            3 ceiling and floor height3 height because it slows the     3
            3 as often as possible. It3 movements.                      3
            3 looks a lot better.     3                                 3
 UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUY
 Conclusion 3tLevel's perspective     3tPlayer's perspective            3
            3 (The player has to adapt3 (The structure of the level has 3
            3 itself to the structure 3 to be adapted for the players.) 3
            3 of the level.)          3                                 3
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAU

t If you do not know how to play this level, just type the following
 command line after you put DMDAYONE.WAD in your DooM2 directory:
 DooM2 -file DMDAYONE.WAD